Flying Squirrel Entertainment

Mount & Blade Warband: Napoleonic Wars => Modifications => Topic started by: Deofuta on January 16, 2013, 05:11:01 pm

Title: Have a question about Modding? Ask Here!
Post by: Deofuta on January 16, 2013, 05:11:01 pm
Have simple or singular questions? Receive a simple answer here!
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on January 16, 2013, 09:14:56 pm
How would I add Great Coat's to a soldier if I wanted to ,Thanks.
Title: Re: Have a question about Modding? Ask Here!
Post by: Viktor 90th on January 16, 2013, 11:34:39 pm
How would I add Great Coat's to a soldier if I wanted to ,Thanks.
Depends, Most modder's currently use the following:- for adding meshes to NW/ a mod
- For modeling meshes
- for making textures
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on January 17, 2013, 01:48:37 pm
Persay Freikorps coat is not a great coat. Plus if you know how to model with advanced skills or want to try something more advanced id suggest the autodesk programs like maya or autodesk 3D
Title: Re: Have a question about Modding? Ask Here!
Post by: Viktor 90th on January 17, 2013, 04:13:14 pm
Persay Freikorps coat is not a great coat. Plus if you know how to model with advanced skills or want to try something more advanced id suggest the autodesk programs like maya or autodesk 3D
I am just a little to used to the simple ones  ;D
Title: Re: Have a question about Modding? Ask Here!
Post by: Japan on January 18, 2013, 07:46:15 pm
Persay Freikorps coat is not a great coat. Plus if you know how to model with advanced skills or want to try something more advanced id suggest the autodesk programs like maya or autodesk 3D
?
Which is better for modeling for NW autodesk 3d or Cinema 4D?
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on January 18, 2013, 07:50:45 pm
All of them are good. It depends only what you are used to
Title: Re: Have a question about Modding? Ask Here!
Post by: Dasvi2018 on January 18, 2013, 09:03:23 pm
I have a question

What are the respective texture files for the flags on the game.
Like
-Player banners
-Faction selection flags
-Faction flags
-Colors of regiments
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on January 18, 2013, 09:09:30 pm
check in the brf files
Title: Re: Have a question about Modding? Ask Here!
Post by: Dasvi2018 on January 18, 2013, 09:19:02 pm
check in the brf files

I did but i didn't find the faction selection ones.

Edit:found them
Title: Re: Have a question about Modding? Ask Here!
Post by: Danik on January 19, 2013, 08:26:47 pm
When you make detailed models like guns or accessory, do you make many small details and combine them later? I find it hard making them...

Also, is there any special things to keep in mind when making models to make them fit for gaming? (except of low poly)
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on January 20, 2013, 01:01:59 am
Sometimes.
except from low poly... umh.. triangles?
Title: Re: Have a question about Modding? Ask Here!
Post by: Mr. Kochi on January 27, 2013, 07:54:27 am
Well there's one thing that pisses me off ingame, and that is the 33rd's hats being the same for the officer and rankers.

I already tried my best to change that, but failed at every attempt...

Anyone here knows what to edit in order to give the 33rd officer/ensign his own hat model?
Title: Re: Have a question about Modding? Ask Here!
Post by: Dasvi2018 on January 27, 2013, 08:00:10 am
I think Atiila_the_nun made a tutorial on this. Check his skin thread
Title: Re: Have a question about Modding? Ask Here!
Post by: Mr. Kochi on January 29, 2013, 05:01:10 am
Nay. That only works when officers have by default a different hat.
Title: Re: Have a question about Modding? Ask Here!
Post by: Japan on January 30, 2013, 01:21:59 am
What is OpenBRF and Wings3D use for?
Title: Re: Have a question about Modding? Ask Here!
Post by: Dasvi2018 on January 30, 2013, 06:48:49 am
OpenBRF : Can open BRF files AKA the textured models to see them
Wings3D : Creates models
Title: Re: Have a question about Modding? Ask Here!
Post by: Desert Thunda on January 30, 2013, 04:54:47 pm
I am new to modelling, anyone suggests a easy modelling software which is free and good for NW?

Thx in advance ;D
Title: Re: Have a question about Modding? Ask Here!
Post by: Wolfy on January 30, 2013, 04:57:14 pm
I am new to modelling, anyone suggests a easy modelling software which is free and good for NW?

Thx in advance ;D
Wings3D,very easy to learn and use.Plus it can make some really great modles if you know how.  :D
Title: Re: Have a question about Modding? Ask Here!
Post by: Reverse on February 03, 2013, 01:07:08 pm
How would i make an automatic weapon? also, what file do i edit to change the amount of rounds in a weapon?
Title: Re: Have a question about Modding? Ask Here!
Post by: Rejestone on February 06, 2013, 06:54:52 am
How do you change
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fcloud.steampowered.com%2Fugc%2F576728713071981889%2F52FCE7651B3B3CD2266CC6043D306BBE2CD1B243%2F&hash=e4cdb62b6f7f6a68be8f54d22c4168969ee6614e)
[close]

And the main screen?
Title: Re: Have a question about Modding? Ask Here!
Post by: Desert Thunda on February 16, 2013, 04:33:06 pm
Not sure if this is a mod related question but how do I change the music in NW? do I just remove the unwanted and put in the wanted?
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on February 17, 2013, 06:16:37 pm
Not sure if this is a mod related question but how do I change the music in NW? do I just remove the unwanted and put in the wanted?

Yeah btw how do you import an new hat.
Title: Re: Have a question about Modding? Ask Here!
Post by: Chosen1 on February 17, 2013, 06:37:09 pm
Not sure if this is a mod related question but how do I change the music in NW? do I just remove the unwanted and put in the wanted?

Yeah btw how do you import an new hat.

http://forums.taleworlds.com/index.php/topic,6146.0.html
Title: Re: Have a question about Modding? Ask Here!
Post by: Mr. Kochi on February 19, 2013, 08:19:55 am
Well here's a problem I just found with the OpenBRF, and I don't know how to solve it.

Two days ago I edited the colours2.dds file, turning the 33rd's colours into the 82nd's. Thing is, when I saved the file and compiled it as DXT 1, the resolution dropped massively, and, in simple words, the flag looked awful.

I decided it would be a good idea to sacrifice a bit of disc space in the name of HD flags (come on. They're the Colours. You can't deny HD to the Colours), so I got back to work with the flags and this time compiled them into a R5G6B5 format (four times the disc space, but great looking texture... Tis barely 2mb anyways). The problem is, even though the game supports them, OpenBRF doesn't, and it may be a problem once I start making custom textures and such. I really, really want to have nice looking HD drums for the 42nd and KGL, but this will get problematic once textures start playing jokes on me.

Any solution?
Title: Re: Have a question about Modding? Ask Here!
Post by: Willhelm on February 20, 2013, 12:41:29 am
Don't use wings its crap and simple, use blender.
Title: Re: Have a question about Modding? Ask Here!
Post by: Viktor 90th on February 23, 2013, 04:49:51 pm
Here's one for people to get their heads around, This is a OSP posted by Incaseofinsanity
Hi all,
I'm working on my NW mod and I thought it would be nice to provide something for the community.


EXAMPLE VIDEO (http://www.youtube.com/watch?v=JaVbwgm7esw)


module_animations.py
Code
 ["fix_bayonet", acf_enforce_all, amf_priority_reload|amf_play, [5, "fix_bayonet", 0, 119, arf_blend_in_8]],
 ["fix_bayonet_end", 0, amf_priority_mount|amf_play, [0.1, "fix_bayonet", 50, 119, arf_blend_in_1]],
 ["unfix_bayonet", acf_enforce_all, amf_priority_reload|amf_play, [5, "unfix_bayonet", 0, 119, arf_blend_in_8]],
 ["unfix_bayonet_end", 0, amf_priority_mount|amf_play, [0.1, "unfix_bayonet", 50, 119, arf_blend_in_1]],
[close]
module_items.py
Code
# British Musket without bayonet
["british_brown_bess_bare", "Infantry Musket", [("brown_bess_musket_bare",0)], itp_cant_use_on_horseback|itp_type_crossbow |itp_merchandise|itp_primary|itp_two_handed|itp_cant_reload_on_horseback|itp_cant_reload_while_moving|itp_next_item_as_melee ,itcf_shoot_musket|itcf_carry_crossbow_back,
683 , weight(3.0)|difficulty(0)|spd_rtng(26) | shoot_speed(250) | thrust_damage(100 ,pierce)|max_ammo(1)|accuracy(75),imodbits_none,[]],
["british_brown_bess_bare_melee", "Infantry Musket", [("brown_bess_musket_bare",0)], itp_has_upper_stab|itp_type_polearm |itp_primary|itp_no_blur|itp_offset_musket,itc_musket_melee|itcf_carry_crossbow_back,
180 , weight(3.0)|difficulty(0)|spd_rtng(86) | weapon_length(115)|swing_damage(22 , blunt) | thrust_damage(13,  blunt),imodbits_none ],

# Copy and Repeat for other factions
# ...
[close]

module_mission_templates.py
Code
# Starting trigger for fixing/unfixing bayonet
multiplayer_client_start_fixing_bayonet = (
  0, 0.05, 0, [(neg|multiplayer_is_dedicated_server),
(neg|is_presentation_active, "prsnt_multiplayer_admin_chat"),
         (key_clicked,key_b),           
               ],
  [ 
    (multiplayer_get_my_player, ":cur_player"),
    (player_is_active,":cur_player"),

# Fix/Unfix bayonet
(store_mission_timer_a_msec,":cur_time"),
(store_sub, ":elapsed_time", ":cur_time", "$g_last_time_bayonet_was_fixed"),
        # Player has to wait 5 seconds between fixing/unfixing bayonet
(ge,":elapsed_time",5000),
(player_get_agent_id, ":cur_player_agent", ":cur_player"),
(agent_get_wielded_item,":cur_wielded_weapon",":cur_player_agent", 0),

(assign, ":continue", 1),

# INCOMPLETE SECTION
        # Write your musket type detection code here
(assign, ":musket_type", 0),
(try_begin),
(eq,":musket_type",0),  
                #Bayonet will be unfixed after 1.5s
(assign,"$g_bayonet_equip_timer", 1500),
(else_try),
(eq,":musket_type",1),  
                #Bayonet will be unfixed after 2.6s
(assign,"$g_bayonet_equip_timer", 2600),
(else_try),
(assign, ":continue", 0),
(try_end),

(eq, ":continue", 1),
(assign,"$g_last_time_bayonet_was_fixed",":cur_time"),
(assign,"$g_bayonet_is_being_fixed", 1),
(assign,"$g_current_weapon", ":cur_wielded_weapon"),
(multiplayer_send_2_int_to_server, multiplayer_event_fix_bayonet, ":cur_player_agent",":cur_wielded_weapon"),
  ])
Code
# This gets triggered after multiplayer_client_start_fixing_bayonet
# Equips the player with fixed/unfixed musket while the animation is playing
multiplayer_client_equip_item = (
  0, 0, 0, [(neg|multiplayer_is_dedicated_server),
         (eq,"$g_bayonet_is_being_fixed",1),
               ],
  [   
(multiplayer_get_my_player, ":cur_player"),
    (player_is_active,":cur_player"),

(store_mission_timer_a_msec,":cur_time"),
(store_sub, ":elapsed_time", ":cur_time", "$g_last_time_bayonet_was_fixed"),

(ge,":elapsed_time","$g_bayonet_equip_timer"),
(player_get_agent_id, ":cur_player_agent", ":cur_player"),

(assign,":continue",1),
(try_begin),
# Stop fixing/unfixing if the player switched to a different weapon
(agent_get_wielded_item,":cur_player_item",":cur_player_agent",0),
(neq,":cur_player_item","$g_current_weapon"),
(multiplayer_send_int_to_server, multiplayer_event_stop_fixing_bayonet, ":cur_player_agent"),
(assign,"$g_bayonet_is_being_fixed",0),
(assign,":continue",0),
(try_end),
(eq,":continue",1),

(assign,":player_new_item", "$g_current_weapon"),

(try_begin),
(eq,"$g_current_weapon","itm_british_brown_bess"),  
(assign,":player_new_item","itm_british_brown_bess_bare"),   
(else_try),
(eq,"$g_current_weapon","itm_british_brown_bess_bare"),  
(assign,":player_new_item","itm_british_brown_bess"),
(else_try),
              # Repeat the same for other factions
              # .......
(try_end),

(multiplayer_send_2_int_to_server, multiplayer_event_equip_bayonet, "$g_current_weapon",":player_new_item"),
(assign,"$g_bayonet_is_being_fixed",0),
  ]) 
[close]
module_scripts.py
Code: game_receive_network_message
(else_try),
(eq, ":event_type", multiplayer_event_fix_bayonet),
(store_script_param, ":player_agent", 3),
(store_script_param, ":player_item", 4),
 
        (agent_is_active,":player_agent"),
(agent_is_alive,":player_agent"),
 

# INCOMPLETE SECTION
        # Write your musket type detection code here

# Assign ":musket_type" to 0 or 1 depending whether the musket has bayonet or not
(assign, ":musket_type", 0),
(try_begin),
(eq,":musket_type",0),  
(agent_set_animation,":player_agent","anim_unfix_bayonet",0),         
(else_try),
(eq,":musket_type",1),  
(agent_set_animation,":player_agent","anim_fix_bayonet",0),   
(try_end),
(else_try),
......
Code: game_receive_network_message
...
(else_try),
(eq,":event_type",player_action_stop_fixing_bayonet),
(agent_is_alive,":player_agent"),
(agent_set_animation,":player_agent","anim_fix_bayonet_end"),
(else_try),
....
Code: game_receive_network_message
......
(else_try),
(eq,":event_type",multiplayer_event_equip_bayonet),
(store_script_param, ":player_item", 3),
(store_script_param, ":player_new_item", 4),

(player_get_agent_id, ":player_agent", ":player_no"),
(agent_is_active,":player_agent"),
(agent_is_alive,":player_agent"),
        # Find if the current musket is loaded
(agent_get_item_cur_ammo, ":gun_is_loaded", ":player_agent", 0),

(agent_unequip_item,":player_agent",":player_item"),
(agent_equip_item,":player_agent",":player_new_item"),
(agent_set_wielded_item,":player_agent",":player_new_item"),   

        # Set the load status of the new musket to be same as the previous musket
(agent_set_ammo, ":player_agent", ":player_new_item", ":gun_is_loaded"),
(else_try),
......
[close]
header_commons.py
Code: server events
multiplayer_event_fix_bayonet	                             =   ...
multiplayer_event_stop_fixing_bayonet                       =   ...
multiplayer_event_equip_bayonet                              =   ...
# 127 is max!,  0 left.   (1 = unused)
[close]
variables.txt
Code
g_last_time_bayonet_was_fixed
g_bayonet_is_being_fixed
g_current_weapon
g_bayonet_equip_timer
[close]

Weapon Models Link (http://www.mediafire.com/?lin0sjw35qucp9l)

Animation Link (http://www.mediafire.com/?w3egzvs91n2n99d)



Credits:
  • The musket models without bayonet are modified versions of the original fixed muskets.

  • The fixing&unfixing animations were made by me, CaseOfInsanity and it's free to use. If your mod ends up using the animations, it would be nice of you to mention my name  :)
As stated by himself, some of the code is not finished. I'l try to figure it out and post here any fixes i figure out, If anyone else feels like doing the same it would be appreciated
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on February 25, 2013, 12:13:10 am
Don't use wings its crap and simple, use blender.
Its not crap its simple. Blender is complicated for new users. Wings is a bit more use friendly. Ofcourse you sad people should learn to use Maya.
Title: Re: Have a question about Modding? Ask Here!
Post by: Fabbels on February 25, 2013, 02:37:50 pm
Hello everyone :)

I want to become a texturer to make new uniforms / change their colour and add a plume or something. I want to make uniforms for regiments I like and which are not in the game (like for minor german states / special  or elite regiments).
The problem is I dont want to pay 200 Euros for an image editor (photoshop) and there are not many texturers using free programs like GIMP. But since I am a beginner in texturing, there are some questions which BetaKnight or Atilla the Nun can't answer because they use photoshop.
I'll come to the point : I am looking for a texturer who can answer the questions I have (like where do I find this and this part of the grenadier's equipment) or give me some tips. If the texturer has an advice to get a different FREE program, I would get it if it's better than GIMP for texturing.

Please send me a PM if interested in helping a newbie :)

~Croz
Title: Re: Have a question about Modding? Ask Here!
Post by: Gokiller on February 25, 2013, 02:57:58 pm
Just google for tutorials, or watch them on youtube. There are plently of them.

Don't use wings its crap and simple, use blender.

There is nothing wrong with Wings3D, perhaps it doesn't look so fancy, but it's easy to learn, and to use to create proper models in no-time.
Title: Re: Have a question about Modding? Ask Here!
Post by: Fabbels on February 25, 2013, 03:21:24 pm
Well those tutorials about GIMP mainly texturing doesn't answer my questions.
A human advisor or guide would still be better :)
Title: Re: Have a question about Modding? Ask Here!
Post by: Willhelm on February 25, 2013, 08:14:07 pm
Don't use wings its crap and simple, use blender.
Its not crap its simple. Blender is complicated for new users. Wings is a bit more use friendly. Ofcourse you sad people should learn to use Maya.

It's good for beginners but it's far too simple and limited once you get better but you'll be stuck with it as it's all you know.
Title: Re: Have a question about Modding? Ask Here!
Post by: Fabbels on February 26, 2013, 12:22:42 pm
A question for openBRF : What are those files with a "lod4.1" or "lod2.1" for?
Title: Re: Have a question about Modding? Ask Here!
Post by: Mr. Kochi on February 26, 2013, 05:27:54 pm
LODs are low def models used for long distances. The further the model is from you, it's definition drops. The idea is to lower the polycount of the models to improve the game's performance.
Title: Re: Have a question about Modding? Ask Here!
Post by: Gokiller on February 26, 2013, 05:34:55 pm
For the peeps who are desperate looking for tutorials to get them started in the modding world. There should be an updated thread soon with links to very useful modding tutorial threads. From Coding all the way to animating! ;)
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on March 03, 2013, 04:30:01 pm
I got a question whenever i use openBrf to import something it appear's LIght purple and white and i cant see it in-game, why? and can you give me a solution on how to fix it.Thanks
Title: Re: Have a question about Modding? Ask Here!
Post by: Gokiller on March 03, 2013, 06:13:25 pm
Screenshots of your Brf file?
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on March 03, 2013, 06:51:51 pm
Screenshots of your Brf file?

Say if i was to import something from NaS to NW it would appear as what i said.
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on March 03, 2013, 08:40:18 pm
Still need the image so i can know what to do
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on March 03, 2013, 08:44:06 pm
Still need the image so i can know what to do

Will do when I'm on my Gaming PC.
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on March 03, 2013, 09:14:27 pm
sorry for double posting but here it is a North and south item imported to Nw

Title: Re: Have a question about Modding? Ask Here!
Post by: Rigadoon on March 04, 2013, 05:19:27 am
Your backpack is not attached to any material.
Title: Re: Have a question about Modding? Ask Here!
Post by: Danik on March 04, 2013, 12:52:37 pm
Sometimes.
except from low poly... umh.. triangles?
Should I create a model and the triangulate modifier it? But what is the point?
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on March 05, 2013, 10:29:12 pm
Warband doesnt accept models that dont have triangulated faces on the model. Most games have this too. So thats why you should be careful when making model, baking them also helps.
Title: Re: Have a question about Modding? Ask Here!
Post by: Mr. Kochi on March 07, 2013, 08:53:11 pm
Anyone here knows how to modify vertex shadings? I'm trying to make a colour serjeant skin, but I keep getting this problem:

Notice the right shoulder

Spoiler
(https://dl.dropbox.com/u/19421115/Warband%20Textures/CSjt%20Bug.png)
[close]

That shadow right there's getting quite annoying, and I cant find a way to remove it ._.
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on March 07, 2013, 09:19:07 pm
Anyone here knows how to modify vertex shadings? I'm trying to make a colour serjeant skin, but I keep getting this problem:

Notice the right shoulder

Spoiler
(https://dl.dropbox.com/u/19421115/Warband%20Textures/CSjt%20Bug.png)
[close]

That shadow right there's getting quite annoying, and I cant find a way to remove it ._.

I love that Colour sgt skin btw how do you edit a sarge skin because i cant find it on the textures all i see is rankers and officers texture's no ensign can you tell me where to find it?

EDIT: can you release the skin now and when the shading is gone you release a patch?.
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on March 08, 2013, 12:05:03 am
Its on officers lol thats the texture for officers and sgt mostly
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on March 08, 2013, 10:41:21 am
Its on officers lol thats the texture for officers and sgt mostly

so if I edited the officer the ensign. gets it too?
Title: Re: Have a question about Modding? Ask Here!
Post by: rocknok2 on March 09, 2013, 09:53:42 am
I have a question regarding coding.

A friend of mine wants to modify the 5thKGL unit to something else. The problem is that they speak German.
The question is: How?

Where do I find the folder that links the unit's commands with the sound files?
Because I'd much rather not make all the Prussians speak English.

Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on March 09, 2013, 03:49:23 pm
How do you get rid of shades?
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on March 12, 2013, 02:05:58 pm
Its on officers lol thats the texture for officers and sgt mostly

so if I edited the officer the ensign. gets it too?
Basicly yeah
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on March 12, 2013, 06:33:49 pm
Your backpack is not attached to any material.

what do you mean by that? And how do i fix it?
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on March 12, 2013, 06:41:53 pm
You didnt add the material to the model as in when you click he model in brf you should see texture or material between the model pic and the model name: to fix this simple go to the top bar and click add material ( its in one of those options on the upper tab "edit, open" etc) and simply pick your dds file, not the normal dds nor spec dds but the dds file that is colored (the default texture) then after you have done that go to where you found add material button go to import textures and add all 3 dds files so like: brit_hats.dds , brit_hat_n.dds , brit_hat_s.dds and then after that go back to the material tab and add the title of the dds files you imported and put their names in the proper place n stands for normal and s stands for specular after that copy the material name and go back to model tab and click your model and paste the name of the material there

Good luck!


Alll this has been typed on an iPhone
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on March 12, 2013, 07:12:43 pm
You didnt add the material to the model as in when you click he model in brf you should see texture or material between the model pic and the model name: to fix this simple go to the top bar and click add material ( its in one of those options on the upper tab "edit, open" etc) and simply pick your dds file, not the normal dds nor spec dds but the dds file that is colored (the default texture) then after you have done that go to where you found add material button go to import textures and add all 3 dds files so like: brit_hats.dds , brit_hat_n.dds , brit_hat_s.dds and then after that go back to the material tab and add the title of the dds files you imported and put their names in the proper place n stands for normal and s stands for specular after that copy the material name and go back to model tab and click your model and paste the name of the material there

Good luck!


Alll this has been typed on an iPhone

Thank you so much, must of been hard to type it all on an iPhone.  ;D ;D
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on March 12, 2013, 07:40:55 pm
You can see how bad i am at it xD
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on March 12, 2013, 09:48:13 pm
You can see how bad i am at it xD

No, its great btw i did what you said about importing and i did it all right but when i decided to do it on AZW the Scottish_hat with all its materials and textures wouldnt work. perhaps you can just do a quick skin just the hat is all the uniform i can do, its the uniform on the loading screen where it shows a Scottish member on the 24th Warwickshire regiment thanks.
Title: Re: Have a question about Modding? Ask Here!
Post by: 5arge on March 12, 2013, 10:02:20 pm
Is it possible to change all of the classes in NW to Warband type classes? For instance, could I somehow edit the British 33rd's equipment so that instead of spawning in uniform with a musket, they have medieval armor and weapons? I want to make a mod that is class based like NW, but using the weapons and armor you'd find in Warband (along with some NW weapons). Is this doable? Is it insanely difficult?
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on March 12, 2013, 11:33:45 pm
Is it possible to change all of the classes in NW to Warband type classes? For instance, could I somehow edit the British 33rd's equipment so that instead of spawning in uniform with a musket, they have medieval armor and weapons? I want to make a mod that is class based like NW, but using the weapons and armor you'd find in Warband (along with some NW weapons). Is this doable? Is it insanely difficult?

quick question how do you put a rank insignia on one arm and not the other like your Clr Sgt skin?
Title: Re: Have a question about Modding? Ask Here!
Post by: 5arge on March 12, 2013, 11:51:13 pm
Why did you quote my question? Are you on drugs?  >:(
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on March 13, 2013, 02:29:58 pm
Why did you quote my question? Are you on drugs?  >:(

Because... you know i dont know anymore
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on March 13, 2013, 07:13:46 pm
when i  tried to import Warband stuff to Nw it doesnt work although i followed your instruactions Beta and and when i import a warband thing to another warband mod it would work although i followed you instructions Help me?
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on March 13, 2013, 07:16:26 pm
Thats because warband has another material then nw.thats why you need to insert it manually ill explain when i get home
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on March 13, 2013, 07:20:06 pm
Thats because warband has another material then nw.thats why you need to insert it manually ill explain when i get home

Ok thanks but it hapens the same with warbannd mods to warbadn mods
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on March 14, 2013, 12:06:22 am
Id need my pc to help you sadly...
Title: Re: Have a question about Modding? Ask Here!
Post by: Japan on March 14, 2013, 01:39:36 am
Okay.I was able to have my modle to be in game but the texture is not right. It is all white(In game) and I have no idea how to fix it. Any know how to.
Title: Re: Have a question about Modding? Ask Here!
Post by: Viktor 90th on March 14, 2013, 02:50:17 am
Okay.I was able to have my modle to be in game but the texture is not right. It is all white(In game) and I have no idea how to fix it. Any know how to.
Make sure you Imported the Texture's into the Any Brf  :D
Title: Re: Have a question about Modding? Ask Here!
Post by: Japan on March 14, 2013, 03:04:56 am
Okay.I was able to have my modle to be in game but the texture is not right. It is all white(In game) and I have no idea how to fix it. Any know how to.
Make sure you Imported the Texture's into the Any Brf  :D
Thank you but how do I do that?
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on March 14, 2013, 03:07:03 am
See if the previous post helps :) the one of mine on page 4
Title: Re: Have a question about Modding? Ask Here!
Post by: Japan on March 14, 2013, 09:16:56 am
See if the previous post helps :) the one of mine on page 4
Thank you. That help me out a lot.Although another problem was on the horizon. When I added new armour it does not appear at all. I seen that all of the things have animations but not the one that I added.
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on March 14, 2013, 11:26:15 am
Screenies please :)
Title: Re: Have a question about Modding? Ask Here!
Post by: Japan on March 14, 2013, 10:08:02 pm
Screenies please :)
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fi1274.photobucket.com%2Falbums%2Fy422%2Fkuromori0%2F2013-03-14_00001_zps84fdd1e6.jpg&hash=479d0a9cadfb0e3fb81b57c33116e5699f0bdfa5)
[close]
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fi1274.photobucket.com%2Falbums%2Fy422%2Fkuromori0%2F2013-03-14_00002_zps59b1f353.jpg&hash=a99689c17f7a5cf1eda6d4b8c8aff2883f8958f8)
[close]
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fi1274.photobucket.com%2Falbums%2Fy422%2Fkuromori0%2Fscreen_zps9fcbfbee.jpg&hash=f8bd81fdc89ef2cdb456b59a8b254064395f354a)
[close]
Title: Re: Have a question about Modding? Ask Here!
Post by: Matthew on March 14, 2013, 10:17:09 pm
Well it does look like that model is not rigged, you can copy the rigging from another model and past it in and it should be ok.
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on March 14, 2013, 10:41:34 pm
You need to rig it :)
Title: Re: Have a question about Modding? Ask Here!
Post by: Japan on March 14, 2013, 10:44:21 pm
Well it does look like that model is not rigged, you can copy the rigging from another model and past it in and it should be ok.
You need to rig it :)
Thank you it works
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on March 15, 2013, 10:36:45 am
Does anyone know how you can vary uniforms so people will have random ranks? when they pick lets say 2nd Coldstream it shows a picure of a ranker but when you play as them you get different ranks like LCpl or Sgt or Cpl.
Title: Re: Have a question about Modding? Ask Here!
Post by: James Grant on March 15, 2013, 10:43:32 am
Does anyone know how you can vary uniforms so people will have random ranks? when they pick lets say 2nd Coldstream it shows a picure of a ranker but when you play as them you get different ranks like LCpl or Sgt or Cpl.

Thats simply, not possible. With units that have more than one uniform in the way the rifles have berets and shako's and voltigeurs have different sorts of trousers that would be possible to a small extent but unless there is a unit already with more than one tunic then it can't be done without coding, which would get you kicked from pretty much every server automatically.

If you made a whole new mod it could be done but then you'd need a whole new community....
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on March 15, 2013, 05:04:20 pm
Does anyone know how you can vary uniforms so people will have random ranks? when they pick lets say 2nd Coldstream it shows a picure of a ranker but when you play as them you get different ranks like LCpl or Sgt or Cpl.

Thats simply, not possible. With units that have more than one uniform in the way the rifles have berets and shako's and voltigeurs have different sorts of trousers that would be possible to a small extent but unless there is a unit already with more than one tunic then it can't be done without coding, which would get you kicked from pretty much every server automatically.

If you made a whole new mod it could be done but then you'd need a whole new community....

Okay then thanks for replying anyway.
Title: Re: Have a question about Modding? Ask Here!
Post by: SeanBeansShako on March 15, 2013, 05:10:15 pm
Can somebody give me a picture by picture guide on swapping say a Heavy Cav officers helmet with an infantry one like the French bicorn using Open BRF?

Title: Re: Have a question about Modding? Ask Here!
Post by: Matthew on March 15, 2013, 07:01:59 pm
Can somebody give me a picture by picture guide on swapping say a Heavy Cav officers helmet with an infantry one like the French bicorn using Open BRF?
You can do it in the code without the modules system, just got to heavy cav helm and change the mesh it is pointed to to that of a french bicorne, I will try to make an openbrj tutorial when I get home though.
Title: Re: Have a question about Modding? Ask Here!
Post by: Joker on March 16, 2013, 12:01:57 pm
Hey! Sorry if this has already been asked before but,
How would one make a new texture and model file? Say if I wanted to copy the 33rd's stovepipe but I wanted to give it a new texture for the foot guard but keep the same one for the 33rd. I know how to use OpenBRF for most things, so you don't need to tell me about that.

Thanks for the help!

Yoker.
Title: Re: Have a question about Modding? Ask Here!
Post by: SeanBeansShako on March 16, 2013, 04:19:59 pm
Can somebody give me a picture by picture guide on swapping say a Heavy Cav officers helmet with an infantry one like the French bicorn using Open BRF?
You can do it in the code without the modules system, just got to heavy cav helm and change the mesh it is pointed to to that of a french bicorne, I will try to make an openbrj tutorial when I get home though.

Please do thanks, I'm a complete novice. I really want to give the Heavy Cav Officers some new hats so I can finish my mod off.
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on March 16, 2013, 04:31:29 pm
Ooh what mod?
Title: Re: Have a question about Modding? Ask Here!
Post by: SeanBeansShako on March 16, 2013, 09:48:05 pm
It is this one. (https://www.fsegames.eu/forum/index.php?topic=3792.0)
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on March 17, 2013, 06:31:04 pm
How do you Import warband stuff into NW?
Title: Re: Have a question about Modding? Ask Here!
Post by: Bad_Highlander on March 20, 2013, 06:14:05 pm
Best and easy way is to get OpenBRF and do it through that.
Title: Re: Have a question about Modding? Ask Here!
Post by: Johan on March 21, 2013, 12:53:15 pm
I have some questions here mates,

How do i change the names of the units in the game? For example if i want to change the Lutzows Freikorps to Johans Freikorps (I would never do that) or something?

Also what program should i use for skining units?

Cheers!
Title: Re: Have a question about Modding? Ask Here!
Post by: Menelaos on March 21, 2013, 12:54:53 pm
NW folder, find something called troops.txt. Mess around with the names and you're set, for skinning. I reccomend getting the best knife around and a solid corpse.
Title: Re: Have a question about Modding? Ask Here!
Post by: Johan on March 21, 2013, 01:00:26 pm
OK i'll go to the shop and scoop it out and see if theres a pair of sharp knives, thanks for the advice.
Title: Re: Have a question about Modding? Ask Here!
Post by: Bad_Highlander on March 21, 2013, 01:07:38 pm
I have some questions here mates,

How do i change the names of the units in the game? For example if i want to change the Lutzows Freikorps to Johans Freikorps (I would never do that) or something?

Also what program should i use for skining units?

Cheers!

For Troop Names:
Warband>Modules>Napoleonic Wars>Troops.txt    you have all troop names in there.  You will have to scroll down to find the specific ones you have to choose.  It starts off with the different unit type eg. Line inf, german line inf, arty .. etc  it will do this for all nations then after that you will have all the regiments listed per ranks too eg.  trp_british_highlander 42nd_Regiment_of_Foot_(Black_Watch) Line_Infantry   (these are the ones you want to change)   but as i said, make a copy of your whole napoleonic wars folder before you start

**EDIT** Give this a check :-) http://forums.taleworlds.com/index.php?topic=34154.0

Title: Re: Have a question about Modding? Ask Here!
Post by: Frederik on March 21, 2013, 06:24:08 pm
Which size should a texture have?
Title: Re: Have a question about Modding? Ask Here!
Post by: Bad_Highlander on March 21, 2013, 06:27:00 pm
Huh, i don't follow?
Title: Re: Have a question about Modding? Ask Here!
Post by: Frederik on March 21, 2013, 06:37:05 pm
If you create a texture, you can choose how many pixels it has, and I want to know what I should choose for a Uniform.
Title: Re: Have a question about Modding? Ask Here!
Post by: Bad_Highlander on March 21, 2013, 06:56:53 pm
I'd suggest the Entire texture should be 1800 x 900, its small but it makes it HD for warband :)
Title: Re: Have a question about Modding? Ask Here!
Post by: Johan on March 21, 2013, 07:31:22 pm
I have some questions here mates,

How do i change the names of the units in the game? For example if i want to change the Lutzows Freikorps to Johans Freikorps (I would never do that) or something?

Also what program should i use for skining units?

Cheers!

For Troop Names:
Warband>Modules>Napoleonic Wars>Troops.txt    you have all troop names in there.  You will have to scroll down to find the specific ones you have to choose.  It starts off with the different unit type eg. Line inf, german line inf, arty .. etc  it will do this for all nations then after that you will have all the regiments listed per ranks too eg.  trp_british_highlander 42nd_Regiment_of_Foot_(Black_Watch) Line_Infantry   (these are the ones you want to change)   but as i said, make a copy of your whole napoleonic wars folder before you start

**EDIT** Give this a check :-) http://forums.taleworlds.com/index.php?topic=34154.0

Thanks alot mate!
Title: Re: Have a question about Modding? Ask Here!
Post by: Willhelm on March 23, 2013, 11:50:42 pm
If you create a texture, you can choose how many pixels it has, and I want to know what I should choose for a Uniform.

1024X1024
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on March 25, 2013, 09:59:01 pm
If you create a texture, you can choose how many pixels it has, and I want to know what I should choose for a Uniform.

1024X1024
The higher the size the more detailed but the more megabites is uses. Thus bigger files
Title: Re: Have a question about Modding? Ask Here!
Post by: Beetus on March 26, 2013, 02:40:06 am
This is a question I'm pretty sure has been asked before. But if you look through the brf files in NW you will see many really cool animations not being used by the game. Like the horse charge animation where they hold their sword forward. Can someone tell me how to activate these? Thanks.
Title: Re: Have a question about Modding? Ask Here!
Post by: Reverse on March 26, 2013, 03:04:20 am
How would i make the weapons more powerful? do i need to edit the class skills or the item itself?
Title: Re: Have a question about Modding? Ask Here!
Post by: Vorposten on March 27, 2013, 07:39:00 am
I have a question. I replaced the troops of Legion de la Vistule with a Saxon Regiment. But I can't change the flag. I put the flag into colours1.dds and nothing changed. As i looked up in the BRF-file, the Flag is shown as the Vistule flag and not as the saxon one. ???

Can someone help me, please?
Title: Re: Have a question about Modding? Ask Here!
Post by: Mr. Kochi on March 28, 2013, 01:58:59 am
Hmm. Check if you placed it in the correct directories and compressing format. .dds files can be compressed in many different file sizes and image qualities, and some are not recognized by OpenBRF.
Title: Re: Have a question about Modding? Ask Here!
Post by: ColtonOswald on March 31, 2013, 09:21:51 pm
I whanted to change the tartin to the 42nd blackwatch to  a macgregor kilt i dotn know how though.
Title: Re: Have a question about Modding? Ask Here!
Post by: Sven von Hohenfelde on April 01, 2013, 10:38:07 pm
How do i rename or create a faction?
Title: Re: Have a question about Modding? Ask Here!
Post by: ColtonOswald on April 02, 2013, 02:16:54 am
How do i rename or create a faction?
Well after my last post ( i learned how to mod,reskin ect) THing is youll have to create a new mod (liek "Anglo-Zulu war mod" I norder to make new factians) i have no idea how to rename them But i do kknow you can have someone reskin all textures to what ntion you whant (sacrifising a old factian) And then "pretend" your fightign whith that nation.
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on April 02, 2013, 11:11:15 am
Does anyone know how to change the damage for a whole module so one shot one kill for lets say the nerfed revolver on NaS? If so give example.
Title: Re: Have a question about Modding? Ask Here!
Post by: TORN on April 02, 2013, 03:39:55 pm
so I want to model a helmet/hat but I know you need to import a face mesh as an obj.
but the face I export doesn't have a 'face' in the middle. Now a can't mirror my head. I can duplicate it but then i have 2 half heads instead of 1 full head if you understand it.
+
my head when I import it is really really small.

How it gets imported
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fi1144.photobucket.com%2Falbums%2Fo481%2FTORN365%2Fproblem_zpsfae5a8a9.png&hash=2e17951a1cde42486040fcda5676d3ffe19a0081)
[close]

There is no 'face' in half of my head
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fi1144.photobucket.com%2Falbums%2Fo481%2FTORN365%2Fprobleem_zps7408707d.png&hash=b1768e41fc9d612df119444e27243d31ab2b7e9a)
[close]
Title: Re: Have a question about Modding? Ask Here!
Post by: Sven von Hohenfelde on April 02, 2013, 08:12:51 pm
Does anybody know how to fix this error?

SCRIPT ERROR ON OPCODE 507: Invalid Item Kind ID: 133169152; LINE NO: 4:
At script: script_97.
At script: script_97.
At script: game_quick_start.
At script: game_quick_start.
Title: Re: Have a question about Modding? Ask Here!
Post by: Sven von Hohenfelde on April 04, 2013, 01:07:12 am
I have solved it.
Title: Re: Have a question about Modding? Ask Here!
Post by: TORN on April 04, 2013, 04:01:18 pm
so I want to model a helmet/hat but I know you need to import a face mesh as an obj.
but the face I export doesn't have a 'face' in the middle. Now a can't mirror my head. I can duplicate it but then i have 2 half heads instead of 1 full head if you understand it.
+
my head when I import it is really really small.

How it gets imported
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fi1144.photobucket.com%2Falbums%2Fo481%2FTORN365%2Fproblem_zpsfae5a8a9.png&hash=2e17951a1cde42486040fcda5676d3ffe19a0081)
[close]

There is no 'face' in half of my head
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fi1144.photobucket.com%2Falbums%2Fo481%2FTORN365%2Fprobleem_zps7408707d.png&hash=b1768e41fc9d612df119444e27243d31ab2b7e9a)
[close]
please help  :-\
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on April 05, 2013, 04:37:45 pm
Does anyone know how to change the damage for a whole module so one shot one kill for lets say the nerfed revolver on NaS? If so give example.
Title: Re: Have a question about Modding? Ask Here!
Post by: Hinkel on April 05, 2013, 04:40:45 pm
Does anyone know how to change the damage for a whole module so one shot one kill for lets say the nerfed revolver on NaS? If so give example.

You need our module files for it, which you wont ever get.. ;)
Title: Re: Have a question about Modding? Ask Here!
Post by: Matthew on April 05, 2013, 04:55:42 pm
Does anyone know how to change the damage for a whole module so one shot one kill for lets say the nerfed revolver on NaS? If so give example.

You need our module files for it, which you wont ever get.. ;)
I don't think he wants your module files he is simply using NaS as an example of were a peice of equipment was nerfed, the only trouble is baktech if you change the stats of a piece of equipment it will no longer be fully compatible with the original module.
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on April 05, 2013, 08:02:05 pm
Okay then thanks I was thinking of make a somewhat hardcore thing for Napoleonic Wars one sword slash would kill a flintlock pistol one shot would kill, that sort of thing.

By the Way sorry for the big letters.
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on April 07, 2013, 02:02:20 pm
How does one take away this glowing effect? please help!

Title: Re: Have a question about Modding? Ask Here!
Post by: Viktor 90th on April 07, 2013, 02:03:54 pm
How does one take away this glowing effect? please help!
At a glance i'd guess you need to change the shader.
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on April 07, 2013, 02:53:47 pm
How does one take away this glowing effect? please help!
At a glance i'd guess you need to change the shader.

How do you do that?
Title: Re: Have a question about Modding? Ask Here!
Post by: TORN on April 07, 2013, 02:55:47 pm
How does one take away this glowing effect? please help!
At a glance i'd guess you need to change the shader.

How do you do that?
that is just in your video options in-game
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on April 07, 2013, 02:58:23 pm
How does one take away this glowing effect? please help!
At a glance i'd guess you need to change the shader.

How do you do that?
that is just in your video options in-game

But the other units are normal its just those 2, look i made two new textures and imported them into openBrf.
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on April 09, 2013, 04:21:19 pm
When in need of help I would suggest take a screenshot. We cant always figure out whats happening just by reading, we need to see what you see so we can help, thus the phrase "help me help you"
But yeah baktech it seems like a shader prob. What is it? Uniform or guns?
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on April 09, 2013, 06:14:21 pm
When in need of help I would suggest take a screenshot. We cant always figure out whats happening just by reading, we need to see what you see so we can help, thus the phrase "help me help you"
But yeah baktech it seems like a shader prob. What is it? Uniform or guns?

Just Uniform.
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on April 09, 2013, 09:41:48 pm
Could you help with a screenshot?
Title: Re: Have a question about Modding? Ask Here!
Post by: Frederik on April 09, 2013, 10:42:49 pm
he has screenshot under the post where he explained his Problem.
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on April 10, 2013, 10:10:08 am
Could you help with a screenshot?


Its in the dark to show you what I mean.

Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on April 10, 2013, 12:29:43 pm
Alright in openbrf click that uniforms model and click material in the material tab you should find a shader box (to type). Now leave that open and open another openbrf and open a uniforms material (a vanilla uniform material) and you should open the material tab and you should find the shader text. Copy that "shader_skin_...." (I cant remember what it was). Copy it and paste it in the sharer box to type. Paste that there and save. Should work. I hopy you understood. Cause al i can explain. If not then...
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on April 10, 2013, 01:24:31 pm
Alright in openbrf click that uniforms model and click material in the material tab you should find a shader box (to type). Now leave that open and open another openbrf and open a uniforms material (a vanilla uniform material) and you should open the material tab and you should find the shader text. Copy that "shader_skin_...." (I cant remember what it was). Copy it and paste it in the sharer box to type. Paste that there and save. Should work. I hopy you understood. Cause al i can explain. If not then...

Thanks so much.

EDIT: What I doing is giving ranks to all the ensigns ive done the Brits now its the french

what ive done

33rd- Have Lance Corporal (One Stripe)

K.G.L- Have Sergeant (Three Stripes

Scots- Im leaving

(Thanks Beta for Marines)Marines- Lance Corporal (One Stripe)

95th- Corporal (Two Stripes)




84e- Corporal (One Stripe)
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on April 10, 2013, 03:13:02 pm
No probsies ^^
Title: Re: Have a question about Modding? Ask Here!
Post by: Willhelm on April 12, 2013, 02:04:31 pm
Baktech, copy all the shader settings from the other clothing in NWs.
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on April 12, 2013, 02:19:40 pm
What ive told him to do. I wonder if he fixed it?
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on April 12, 2013, 04:51:03 pm
Baktech, copy all the shader settings from the other clothing in NWs.

I fixed it

thanks guys.
Title: Re: Have a question about Modding? Ask Here!
Post by: Archduke Sven on April 13, 2013, 05:11:28 pm
Hi guys, i used to do some minor modding on Napoleon : Total War and i have decided to try my hand at doing it on NW.

Now, i was wondering if anyone would like to help a n00b to learn, i would be happy if you could link me with the tools i should need ( I mostly just want to do new textures, change colors etc. ) and tutorials for the programs i will use  :).

Thanks for any help i receive, Cheers  :D
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on April 13, 2013, 05:13:07 pm
Photoshop with nvidia dds plug in. Thats all you'd require to change textures in my opinion

Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on April 13, 2013, 05:23:08 pm


Or Paint.Net
Title: Re: Have a question about Modding? Ask Here!
Post by: Archduke Sven on April 13, 2013, 05:33:08 pm
Are there any good tutorials for Paint. NET that show how to use them on NW. Because i have no idea how to use it :/
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on April 13, 2013, 05:53:20 pm
Hmmm... I forgot how i learned to texture... Weird... But on taleworlds forum on the mod section there should be some tutorials to texture things but i havent seen any for paint.net yet
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on April 13, 2013, 07:16:16 pm
Are there any good tutorials for Paint. NET that show how to use them on NW. Because i have no idea how to use it :/

No, but its easy to use open your texture by right click the dds. file then Open With > Paint.NET hten edit it with the paint brush tool crop stuff out from other pictures and paste them and use the lasso tool (Not magnetic sadly).

Hmmm... I forgot how i learned to texture... Weird... But on taleworlds forum on the mod section there should be some tutorials to texture things but i havent seen any for paint.net yet

Haha Oh Beta  ;)
Title: Re: Have a question about Modding? Ask Here!
Post by: Gokiller on April 18, 2013, 09:00:59 am
https://www.fsegames.eu/forum/index.php?topic=3481.0

Check that thread out, I've linked a lot of usefull links from Taleworlds including links of texture tutorials. ;)
Title: Re: Have a question about Modding? Ask Here!
Post by: Frederik on April 20, 2013, 11:34:37 pm
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fcloud-2.steampowered.com%2Fugc%2F595875439234774886%2F93A0FD4A7CABEA95AA1F8F8B8FECE9C8329C9B83%2F&hash=0b09f2aadc12f4a77fca8123837d3034961669e9)
[close]
I made this texture and it shines very much ingame, does anybody has an idea how to change it?
I already tried to use another specmap and bumpmap.
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on April 21, 2013, 04:23:14 am
You fergot the Shaders. Copy the shader of of a uniform already made
Title: Re: Have a question about Modding? Ask Here!
Post by: Mr. Kochi on April 22, 2013, 10:59:56 am
Are there any good tutorials for Paint. NET that show how to use them on NW. Because i have no idea how to use it :/

PdN is a very good tool for modding NW. I recommend you download this plugin pack (https://dl.dropboxusercontent.com/u/19421115/boludeces/Paint.NET%20Big%20Plugins%20Pack%20v4.exe), for it has very useful tools to work with.

One more thing, PdN has the option to compress .dds files into many different formats. DXT1 is the standard NW one, which sacrifices a lot of quality in the name of disc space. However, if you want something to look nice and detailed (flags, for instance), use the R8G8B8 format, which increases file size to around 3mb per file, but looks great ingame. Just make sure you never use it with transparent textures, such as "british_equipment".
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on April 23, 2013, 07:28:46 pm
If I was to add a new unit into a mod how would one do it? With the Troops.txt file.
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on April 23, 2013, 08:46:22 pm
That would be a whole thing to do. Coding.
there is a thread with a tutorial on how to add a unit in-game. Look around for the tutorials. Gokiller made a thread on how to make mod etc
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on April 23, 2013, 09:21:37 pm
That would be a whole thing to do. Coding.
there is a thread with a tutorial on how to add a unit in-game. Look around for the tutorials. Gokiller made a thread on how to make mod etc

Okay then, thanks.
Title: Re: Have a question about Modding? Ask Here!
Post by: Col. John Bramley on April 24, 2013, 01:54:44 pm
I made a couple of new models for a uniform, on a mod I'm making, and after I've added them to the respectfull troops, and started to game to see if it works, is where the problem starts.. I make a private LAN server to see how it looks in-game, and I find the troop. Now, the uniform looks great on the preview screen. But when I choose the class I spwan with out any clothing at all, and a text from the server that says: "35th_Col_John_Bramley is  auto-kicked of the server for cheating"
All other uniforms works, but not the newly imported one. The stats are identical to the British Infantry Uniform, and yet the server finds it fishy, hehe.
Any ideas on how to fix it?

PS
Yes, I did dissable auto-kick aswell.
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on April 24, 2013, 11:06:36 pm
If you compiled the mod onto NW itself. Then you will be kicked for cheating. So compile the mod on a separate folder. The rest is up to a coder
Title: Re: Have a question about Modding? Ask Here!
Post by: Emperor Napoleon on April 24, 2013, 11:09:31 pm
Any tutorials out there for texturing? I cant find any good ones, their all half explanatory or they just dont make sense. Help!
Title: Re: Have a question about Modding? Ask Here!
Post by: TORN on April 25, 2013, 07:08:00 pm
http://forums.taleworlds.com/index.php/topic,24463.0.html (http://forums.taleworlds.com/index.php/topic,24463.0.html)
Title: Re: Have a question about Modding? Ask Here!
Post by: Emperor Napoleon on April 25, 2013, 08:32:30 pm
http://forums.taleworlds.com/index.php/topic,24463.0.html (http://forums.taleworlds.com/index.php/topic,24463.0.html)
Thanks
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on April 27, 2013, 04:08:40 pm
I Need help.

How do I make a uniform a different colour but also keep the same texture? Like,
This texture (https://encrypted-tbn2.gstatic.com/images?q=tbn:ANd9GcQKRcFi3MH9LE1Mq1VXaS-yWHP-BJwV8dLHouwfJGnMYYgt36KJ-A)

To this texture
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fimg825.imageshack.us%2Fimg825%2F1489%2Friflemannew.jpg&hash=9da1f4a0f9031f44daf8bd505637bf3b49379c59)

With keeping the same cloth look but different colour.
Title: Re: Have a question about Modding? Ask Here!
Post by: Frederik on April 27, 2013, 04:14:49 pm
open the .dds of the uniform, and colour it like you want
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on April 27, 2013, 04:27:44 pm
open the .dds of the uniform, and colour it like you want

Yeah, but the thing is it looks really really smooth. And not Cloth-Like. Unless I'm doing something wrong, well I'll check when I'm on my gaming PC.
Title: Re: Have a question about Modding? Ask Here!
Post by: Frederik on April 27, 2013, 06:25:39 pm
then Change only the colour of the complete Picture.
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on April 27, 2013, 07:29:02 pm
then Change only the colour of the complete Picture.

How? I use Pant.NET so you know.
Title: Re: Have a question about Modding? Ask Here!
Post by: Frederik on April 27, 2013, 08:05:38 pm
I dont know how paint.net works.
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on April 27, 2013, 10:36:58 pm
I dont know how paint.net works.

What program do you use?
Title: Re: Have a question about Modding? Ask Here!
Post by: Frederik on April 27, 2013, 10:37:46 pm
What program do you use?
i use GIMP
Title: Re: Have a question about Modding? Ask Here!
Post by: Althalus on April 27, 2013, 11:50:49 pm
Alright gents, here's a tickler.

Removing factions from the game, so that they can't be selected or randomly used on a server.
When I did try just commenting out all of the factions and troops, sounds, etc. I got the following error on the troops.
"List indeces must be integers, not tuples"

Has anyone removed factions before? It's being mean to me ;--;
Title: Re: Have a question about Modding? Ask Here!
Post by: Penn on May 01, 2013, 01:26:06 pm
Seeing the 45e and 84e rankers both use the same textures. I was wondering if there is any way to 'link' the 84e or the 45e uniform to a different texture?

Basicly make a copy of one of the textures and re-link it to the brf file, if that is how it works?
Am I making any sense at all?

^^
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on May 01, 2013, 02:35:00 pm
Seeing the 45e and 84e rankers both use the same textures. I was wondering if there is any way to 'link' the 84e or the 45e uniform to a different texture?

Basicly make a copy of one of the textures and re-link it to the brf file, if that is how it works?
Am I making any sense at all?

^^

I understand I did it a lot of times. I will tell you when I get home I'm In school now.
Title: Re: Have a question about Modding? Ask Here!
Post by: Penn on May 01, 2013, 02:41:55 pm
Seeing the 45e and 84e rankers both use the same textures. I was wondering if there is any way to 'link' the 84e or the 45e uniform to a different texture?

Basicly make a copy of one of the textures and re-link it to the brf file, if that is how it works?
Am I making any sense at all?

^^

I understand I did it a lot of times. I will tell you when I get home I'm In school now.

Thanks! I'll be waiting :D
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on May 01, 2013, 03:47:16 pm
You need to make a new material (Material is like a folder). In here you should add the textures, normal maps and specular maps. You should also add the shader or else it looks flashy. So bassically Material is like a folder that contains your textures, or rather the location of your textures,cause you have to add the textures in the textures folder. So make sure you have the texture the normal map and spec map. Or diffuse spec and normal same thing.
I'm sure baktech will show you.
Title: Re: Have a question about Modding? Ask Here!
Post by: Penn on May 01, 2013, 04:21:43 pm
You need to make a new material (Material is like a folder). In here you should add the textures, normal maps and specular maps. You should also add the shader or else it looks flashy. So bassically Material is like a folder that contains your textures, or rather the location of your textures,cause you have to add the textures in the textures folder. So make sure you have the texture the normal map and spec map. Or diffuse spec and normal same thing.
I'm sure baktech will show you.

Not sure I get what you mean, where do I place that? What I am going for is to make the 45e and 84e look diffrent from each other, now they both use the same texture .dds file.
I wish to make it so they use 2 separate ones.
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on May 01, 2013, 05:53:39 pm
Yo need to have openbrf to do that, but baktech will teach you.
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on May 01, 2013, 06:14:28 pm
You need to make a new material (Material is like a folder). In here you should add the textures, normal maps and specular maps. You should also add the shader or else it looks flashy. So bassically Material is like a folder that contains your textures, or rather the location of your textures,cause you have to add the textures in the textures folder. So make sure you have the texture the normal map and spec map. Or diffuse spec and normal same thing.
I'm sure baktech will show you.

Not sure I get what you mean, where do I place that? What I am going for is to make the 45e and 84e look diffrent from each other, now they both use the same texture .dds file.
I wish to make it so they use 2 separate ones.

Yes, what I do is copy and paste the file Texture Spec Norm and original file its self copy an paste them make sure there are no spaces in between the words and Import new material then select the Original copy and pasted file then click on Import new texture and select all three files then on the top right corner of the OpenBrf selected uniform type down the name of the copy and pasted file and your done, add my steam Witold Urbanowicz for the rest and properly explained tutorial.
Title: Re: Have a question about Modding? Ask Here!
Post by: Penn on May 01, 2013, 06:29:35 pm
You need to make a new material (Material is like a folder). In here you should add the textures, normal maps and specular maps. You should also add the shader or else it looks flashy. So bassically Material is like a folder that contains your textures, or rather the location of your textures,cause you have to add the textures in the textures folder. So make sure you have the texture the normal map and spec map. Or diffuse spec and normal same thing.
I'm sure baktech will show you.

Not sure I get what you mean, where do I place that? What I am going for is to make the 45e and 84e look diffrent from each other, now they both use the same texture .dds file.
I wish to make it so they use 2 separate ones.

Yes, what I do is copy and paste the file Texture Spec Norm and original file its self copy an paste them make sure there are no spaces in between the words and Import new material then select the Original copy and pasted file then click on Import new texture and select all three files then on the top right corner of the OpenBrf selected uniform type down the name of the copy and pasted file and your done, add my steam Witold Urbanowicz for the rest and properly explained tutorial.

In OpenBRF I presume?
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on May 01, 2013, 06:46:20 pm
You need to make a new material (Material is like a folder). In here you should add the textures, normal maps and specular maps. You should also add the shader or else it looks flashy. So bassically Material is like a folder that contains your textures, or rather the location of your textures,cause you have to add the textures in the textures folder. So make sure you have the texture the normal map and spec map. Or diffuse spec and normal same thing.
I'm sure baktech will show you.

Not sure I get what you mean, where do I place that? What I am going for is to make the 45e and 84e look diffrent from each other, now they both use the same texture .dds file.
I wish to make it so they use 2 separate ones.

Yes, what I do is copy and paste the file Texture Spec Norm and original file its self copy an paste them make sure there are no spaces in between the words and Import new material then select the Original copy and pasted file then click on Import new texture and select all three files then on the top right corner of the OpenBrf selected uniform type down the name of the copy and pasted file and your done, add my steam Witold Urbanowicz for the rest and properly explained tutorial.

In OpenBRF I presume?

Indeed, If you still have trouble Add my Steam       Witold Urbanowicz PL            Thanks.
Title: Re: Have a question about Modding? Ask Here!
Post by: Penn on May 01, 2013, 06:48:38 pm
You need to make a new material (Material is like a folder). In here you should add the textures, normal maps and specular maps. You should also add the shader or else it looks flashy. So bassically Material is like a folder that contains your textures, or rather the location of your textures,cause you have to add the textures in the textures folder. So make sure you have the texture the normal map and spec map. Or diffuse spec and normal same thing.
I'm sure baktech will show you.

Not sure I get what you mean, where do I place that? What I am going for is to make the 45e and 84e look diffrent from each other, now they both use the same texture .dds file.
I wish to make it so they use 2 separate ones.

Yes, what I do is copy and paste the file Texture Spec Norm and original file its self copy an paste them make sure there are no spaces in between the words and Import new material then select the Original copy and pasted file then click on Import new texture and select all three files then on the top right corner of the OpenBrf selected uniform type down the name of the copy and pasted file and your done, add my steam Witold Urbanowicz for the rest and properly explained tutorial.

In OpenBRF I presume?

Indeed, If you still have trouble Add my Steam       Witold Urbanowicz PL            Thanks.

Added you.
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on May 01, 2013, 07:27:30 pm
Spoiler
You need to make a new material (Material is like a folder). In here you should add the textures, normal maps and specular maps. You should also add the shader or else it looks flashy. So bassically Material is like a folder that contains your textures, or rather the location of your textures,cause you have to add the textures in the textures folder. So make sure you have the texture the normal map and spec map. Or diffuse spec and normal same thing.
I'm sure baktech will show you.

Not sure I get what you mean, where do I place that? What I am going for is to make the 45e and 84e look diffrent from each other, now they both use the same texture .dds file.
I wish to make it so they use 2 separate ones.

Yes, what I do is copy and paste the file Texture Spec Norm and original file its self copy an paste them make sure there are no spaces in between the words and Import new material then select the Original copy and pasted file then click on Import new texture and select all three files then on the top right corner of the OpenBrf selected uniform type down the name of the copy and pasted file and your done, add my steam Witold Urbanowicz for the rest and properly explained tutorial.

In OpenBRF I presume?

Indeed, If you still have trouble Add my Steam       Witold Urbanowicz PL            Thanks.

Added you.
[close]

Okay, At around 07:20PM London,England, UK, EU Time I will accept you.

EDIT: I just realized I'd made a "Quote Pyramid".
Title: Re: Have a question about Modding? Ask Here!
Post by: Wolfy on May 02, 2013, 10:37:07 pm
I want to get my model in-game, so i replaced the baker rifle with my model(In a different module) but when i try and add my texture it doesn't show in the openbrf window. Here's some pics of what i mean.The first one is a pic of my screen when i opened the "settings> why the checkedbored pattern" tab.
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fimg850.imageshack.us%2Fimg850%2F7682%2Fhelppic3.jpg&hash=75912055b430ef9355d9ccab65fe4efd2994314f)
[close]
Here's the texture and material windows.
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fimg600.imageshack.us%2Fimg600%2F1286%2Fhelppic1.jpg&hash=89f53a5f9fe76272e28ca43132129be777051258)(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fimg199.imageshack.us%2Fimg199%2F4158%2Fhelppic2.jpg&hash=9a66fb3832295cae55fc1e065fbee530a600ebcf)
[close]
If anyone can help me it would mean a lot. William has been a huge help but he doesn't not much about the programs i use.,so again if anyone can help me out it would mean a lot.
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on May 03, 2013, 12:08:03 am
First things first:
A) are you sure it s the proper dxt1 dds file?
B) is it in the texture folder?
C) can you explain how you triedto put textures in.
D) are you sure the error is not hiding in the closet? (Check there, they always runnin around, btw i was joking about D)

Probably not in your textures folder (put it in thw textures folder of your new build and try)
Title: Re: Have a question about Modding? Ask Here!
Post by: Wolfy on May 03, 2013, 08:00:50 am
A) What do you mean  "proper dx1 dds file"?
B)For the new module, yes.
C)I imported my model, replaced the baker rifle with it and then tryed to import "new material" and then  import new texture.(This is what William said at least, don't think i understood him fully thought).
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on May 03, 2013, 09:27:47 am
A) What do you mean  "proper dx1 dds file"?
B)For the new module, yes.
C)I imported my model, replaced the baker rifle with it and then tryed to import "new material" and then  import new texture.(This is what William said at least, don't think i understood him fully thought).

Copy and paste the texture into the textures folder of your module and its done.

Btw I added Secession Units from The Mod Secession into North and south I did a pretty good job, but the problem is when I hover my mouse over it it says Cannot Load "Textures/BerdanSharpshooter_d" Any reason?

All the textures are fine though.
Title: Re: Have a question about Modding? Ask Here!
Post by: Wolfy on May 03, 2013, 09:53:50 am
I did copy it into the textures folder. So i really don't know why it's doing this.
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on May 03, 2013, 09:57:56 am
I did copy it into the textures folder. So i really don't know why it's doing this.

Have you tested it in-game yet?
Title: Re: Have a question about Modding? Ask Here!
Post by: Wolfy on May 03, 2013, 11:10:05 am
Yes. But the texture does not show in-game like so
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fimg191.imageshack.us%2Fimg191%2F3984%2Fhelppic5.jpg&hash=76f0efa91ec4f3ccdb7141375679b482516d26e8)
[close]
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on May 03, 2013, 12:40:38 pm
Yes. But the texture does not show in-game like so
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fimg191.imageshack.us%2Fimg191%2F3984%2Fhelppic5.jpg&hash=76f0efa91ec4f3ccdb7141375679b482516d26e8)
[close]

Does the name of the texture have any spaces in it like this "New rifle" if so it should be like this "New_rifle".
Title: Re: Have a question about Modding? Ask Here!
Post by: Wolfy on May 03, 2013, 03:09:25 pm
No. It's simply  called "Barrel.dds". I try to get the textures for the baker rifle up to see if replacing them would work but i couldn't find them.  :-\
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on May 03, 2013, 03:50:24 pm
Can you send me the files? The brf and the textures? I would like to see whats wrong
Title: Re: Have a question about Modding? Ask Here!
Post by: Wolfy on May 03, 2013, 04:12:20 pm
Sure. Just want me to upload them or what?  :)
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on May 03, 2013, 04:33:18 pm
If you could and send me them in a PM
Title: Re: Have a question about Modding? Ask Here!
Post by: Wolfy on May 03, 2013, 04:39:07 pm
Might have solved my problem  :D But if it's still being silly after this i will PM you.
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on May 03, 2013, 04:44:03 pm
Ok, Glad you got it fixed. Back to work on IE
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on May 03, 2013, 04:59:50 pm
Ok, Glad you got it fixed. Back to work on IE

I want Iron Europe so bad!!
Title: Re: Have a question about Modding? Ask Here!
Post by: Wolfy on May 03, 2013, 05:05:57 pm
I give up. Leave the black magic of coding and in-game putting(Is that a thing, well it is now) to other people xD.
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on May 03, 2013, 05:31:32 pm
Lol
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on May 03, 2013, 06:25:20 pm
I give up. Leave the black magic of coding and in-game putting(Is that a thing, well it is now) to other people xD.
Lol

Haha!!
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on May 03, 2013, 08:10:13 pm
Eh? What? Don't go mixing up conversations here  >:(
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on May 03, 2013, 08:23:13 pm
Eh? What? Don't go mixing up conversations here  >:(

 :(  ;)
Title: Re: Have a question about Modding? Ask Here!
Post by: Penn on May 03, 2013, 11:46:49 pm
Quick question! How do I edit the top and bottom part of a shako?

(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fi1311.photobucket.com%2Falbums%2Fs663%2FArenander%2FUntitled-4_zps6f660ffa.png&hash=79ee85fb1fe88d2c101bd4ae498f19e8e6f046a7)
Title: Re: Have a question about Modding? Ask Here!
Post by: Frederik on May 03, 2013, 11:54:46 pm
Spoiler
Quick question! How do I edit the top and bottom part of a shako?

(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fi1311.photobucket.com%2Falbums%2Fs663%2FArenander%2FUntitled-4_zps6f660ffa.png&hash=79ee85fb1fe88d2c101bd4ae498f19e8e6f046a7)

[close]

Change the French_shako.dds
Title: Re: Have a question about Modding? Ask Here!
Post by: Penn on May 04, 2013, 12:03:16 am
Spoiler
Quick question! How do I edit the top and bottom part of a shako?

(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fi1311.photobucket.com%2Falbums%2Fs663%2FArenander%2FUntitled-4_zps6f660ffa.png&hash=79ee85fb1fe88d2c101bd4ae498f19e8e6f046a7)

[close]

Change the French_shako.dds

I did that, but it does not change the top of the hat. Not sure why
Title: Re: Have a question about Modding? Ask Here!
Post by: Frederik on May 04, 2013, 12:06:04 am
Put the changed file into the Texture Folder and press f5 in openBRF
Title: Re: Have a question about Modding? Ask Here!
Post by: Penn on May 04, 2013, 12:10:48 am
Put the changed file into the Texture Folder and press f5 in openBRF

Well, I painted the entire .dds file in one colour, the shako cords were the only thing that changed. The top of the hat and the actual hat didn't change at all.
Title: Re: Have a question about Modding? Ask Here!
Post by: Frederik on May 04, 2013, 12:20:26 am
which shako is it?
Title: Re: Have a question about Modding? Ask Here!
Post by: Penn on May 04, 2013, 12:27:10 am
french modified 84e officer.

this is my results

original .dds:
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fi1311.photobucket.com%2Falbums%2Fs663%2FArenander%2FFrench_shakos_zps28fcd3cc.gif&hash=fd976c49609b85f7c38ce0dd0b1d73b26af028e9)
[close]

result:
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fi1311.photobucket.com%2Falbums%2Fs663%2FArenander%2F12345_zps2e6b0394.png&hash=18b25955b6b283fa9d4fe7748170eb60ab14c156)
[close]



edited .dds:
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fi1311.photobucket.com%2Falbums%2Fs663%2FArenander%2F24_zpsbdd1e8f5.gif&hash=593b61ec4c259e0d987e12605dc24da277278d08)
[close]

result:
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fi1311.photobucket.com%2Falbums%2Fs663%2FArenander%2F3453123_zps5af6b12d.png&hash=28a32149c5c7154532b231deabfacb05ea857d1b)
[close]
Title: Re: Have a question about Modding? Ask Here!
Post by: Frederik on May 04, 2013, 12:46:17 am
hmmm... i have no idea, wait until somebody who knows more than me is online.
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on May 04, 2013, 03:37:44 am
Make sure you saved the file as a dx1 or dx3 ARGB dds file. to edit i would just uv map
Title: Re: Have a question about Modding? Ask Here!
Post by: Rigadoon on May 04, 2013, 03:41:23 am
french modified 84e officer.

this is my results

original .dds:
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fi1311.photobucket.com%2Falbums%2Fs663%2FArenander%2FFrench_shakos_zps28fcd3cc.gif&hash=fd976c49609b85f7c38ce0dd0b1d73b26af028e9)
[close]

result:
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fi1311.photobucket.com%2Falbums%2Fs663%2FArenander%2F12345_zps2e6b0394.png&hash=18b25955b6b283fa9d4fe7748170eb60ab14c156)
[close]



edited .dds:
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fi1311.photobucket.com%2Falbums%2Fs663%2FArenander%2F24_zpsbdd1e8f5.gif&hash=593b61ec4c259e0d987e12605dc24da277278d08)
[close]

result:
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fi1311.photobucket.com%2Falbums%2Fs663%2FArenander%2F3453123_zps5af6b12d.png&hash=28a32149c5c7154532b231deabfacb05ea857d1b)
[close]

The texture isn't applied to all parts of the hat. Did you change the name of the dds in any way?
Title: Re: Have a question about Modding? Ask Here!
Post by: Penn on May 04, 2013, 05:20:10 am
Make sure you saved the file as a dx1 or dx3 ARGB dds file. to edit i would just uv map

Doubt that is the issue, seeing as it works fine, only there is no texture read on the rim of the shako
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on May 06, 2013, 05:32:07 pm
How do I change the Leader from Custom Battle? Using OpenBrf.

             And

How do I make dirt affects to a Uniform?  (And with what program)
Title: Re: Have a question about Modding? Ask Here!
Post by: Emperor Napoleon on May 06, 2013, 05:59:18 pm
Make sure you saved the file as a dx1 or dx3 ARGB dds file. to edit i would just uv map
I no speak computer-ery...
Title: Re: Have a question about Modding? Ask Here!
Post by: Viktor 90th on May 06, 2013, 07:16:31 pm
Hello there!.
I'll cut to the bone here.

I'm having problems creating a vertex animation for the lock of a musket changing.
Spoiler
Frame 1
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fi1137.photobucket.com%2Falbums%2Fn503%2F90th-Perthshire-Col-viktor%2Fframe1_zps644ae48e.png&hash=0cab9304194f95537f1173be24358cea70f9418a)
Frame 2
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fi1137.photobucket.com%2Falbums%2Fn503%2F90th-Perthshire-Col-viktor%2Fframe2_zpscda7d428.png&hash=58c9b2b95a3eff4d2780716ec797080f73134673)

When merged as a vertex animation, or pasted into eachother as frames.
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fi1137.photobucket.com%2Falbums%2Fn503%2F90th-Perthshire-Col-viktor%2Fframe3_zpsfd7ecfb1.png&hash=dc71526a80eb6818b335ebab9bcb8e7dc71c4a95)
[close]
Edit. Solved.
This is a long standing issue. Vertex animations are difficult to get right.
It is a bit of a fight every time.

Solution 2:

Import frames as separated mesh, but try to have the same internal ordering of vertices, in all meshes.

Here is how:
1- export your initial mesh from OpenBRF.
2- open application X (your 3D modelling application), import the mesh
3- export it (say, as OBJ), without even changing it a bit.
    Don't even close the program X.
4- switch to OpenBRF, reimport it! Use this mesh as frame 0, instead of the original mesh.
   It looks the same, but it could be different internally.
5- switch to program X; edit the mesh, changing it the least!
   NOTE. Never: add, delete, split, merge triangles; never: touch UV at all;
   Just: move existing vertices around, in xyz.
6- export the edited mesh, using same exporter as before
7- switch to OpenBRF, import the mesh, use that as second frame.
8- repeat from 5, for all frames.

The idea is to use meshes which all underwent the same import/export/re-import process, in the same way, and hope that the program X didn't decide to change vertex ordering anyway. This is not guaranteed!

EDIT: In any case, (oops, this is my bad), don't use the [Merge selected meshes as frames in a vertex ani] tool. Rather, assemble the animation pasting frames one by one, using: [copy frame], [paste frame] (under [Edit] menu, or, ctrl+alt+C, ctrl+alt+V). It does a better job that way. Next version, I will make the [Merge in a vertex ani] tool as smart.
Works a charm. be warned, it's very particular, and not to mention fiddly.
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on May 09, 2013, 08:29:50 pm
How do I change the Leader from Custom Battle? Using OpenBrf.

             And

How do I make dirt affects to a Uniform?  (And with what program)
Title: Re: Have a question about Modding? Ask Here!
Post by: Ronan6793 on May 10, 2013, 07:18:34 pm
Ok so I made a reskin For Dekkers for the Highlanders. However When he installed it he got this result

Oke... the unit works 50%.
I have hand grenades and a 5th KGL hat? o_O
Please help!
how it looks...
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fcloud-2.steampowered.com%2Fugc%2F846952931004282810%2F320A58A7DA06C38BECB6A77E7C6CEAF2FCB8B43B%2F&hash=2810cb0f0ef368e19ef7bac6d463c9850e083aed)
[close]

I didnt Edit anything to do with weapons and he has the resource files so the hats should be correct. Halp plox
Title: Re: Have a question about Modding? Ask Here!
Post by: Blobmania on May 10, 2013, 08:29:44 pm
How do I change the Leader from Custom Battle? Using OpenBrf.

I'm not quite sure what you mean. If you mean edit the skin/mesh of the "Leader" of a commander battle regiment, then you need to work out which Officer class it is you want to change and then edit the corresponding mesh & texture referenced in the BRF files.

How do I make dirt affects to a Uniform?  (And with what program)

GIMP is free image editing software with similar functionality to Photoshop (though reduced). Edit the .dds texture files of the uniform you want to change.

Ok so I made a reskin For Dekkers for the Highlanders. However When he installed it he got this result

Oke... the unit works 50%.
I have hand grenades and a 5th KGL hat? o_O
Please help!
how it looks...
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fcloud-2.steampowered.com%2Fugc%2F846952931004282810%2F320A58A7DA06C38BECB6A77E7C6CEAF2FCB8B43B%2F&hash=2810cb0f0ef368e19ef7bac6d463c9850e083aed)
[close]


I didnt Edit anything to do with weapons and he has the resource files so the hats should be correct. Halp plox

You must have coded in the items for it to do that. Don't code in new items, it fucks up the lists and gives you results like that when you run it on a vanilla NW server. It usually also kicks you from the server, unless you're an admin.

Alternatively, if you didn't touch the coding at all then you must have accidentally renamed some of the items in the BRF.
Title: Re: Have a question about Modding? Ask Here!
Post by: Ronan6793 on May 10, 2013, 08:31:54 pm
I Only thing I changed in Open Brf Is the mmbrituniforms and mmbrithats
Unless somehow editing the Troops.txt has changed it then it couldn't have been me
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on May 10, 2013, 09:23:34 pm
How do I change the Leader from Custom Battle? Using OpenBrf.

I'm not quite sure what you mean. If you mean edit the skin/mesh of the "Leader" of a commander battle regiment, then you need to work out which Officer class it is you want to change and then edit the corresponding mesh & texture referenced in the BRF files.

I meant the commander you choose for Custom battle like U.K is Duke 'o' Welly and Aus is Schwarzenberg I want to change Duke to a regular Brit officer, using OpenBrf.
Title: Re: Have a question about Modding? Ask Here!
Post by: Blobmania on May 10, 2013, 09:50:00 pm
I Only thing I changed in Open Brf Is the mmbrituniforms and mmbrithats
Unless somehow editing the Troops.txt has changed it then it couldn't have been me

Editing troops.txt is the problem.

How do I change the Leader from Custom Battle? Using OpenBrf.

I'm not quite sure what you mean. If you mean edit the skin/mesh of the "Leader" of a commander battle regiment, then you need to work out which Officer class it is you want to change and then edit the corresponding mesh & texture referenced in the BRF files.

I meant the commander you choose for Custom battle like U.K is Duke 'o' Welly and Aus is Schwarzenberg I want to change Duke to a regular Brit officer, using OpenBrf.

That involves re-coding the module to select the Officer class. Can't be done in OpenBRF.
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on May 11, 2013, 01:55:21 pm


How do I change the Leader from Custom Battle? Using OpenBrf.

I'm not quite sure what you mean. If you mean edit the skin/mesh of the "Leader" of a commander battle regiment, then you need to work out which Officer class it is you want to change and then edit the corresponding mesh & texture referenced in the BRF files.

I meant the commander you choose for Custom battle like U.K is Duke 'o' Welly and Aus is Schwarzenberg I want to change Duke to a regular Brit officer, using OpenBrf.

That involves re-coding the module to select the Officer class. Can't be done in OpenBRF.[/quote]

Okay then, Thanks very much Blobby  :D
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on May 11, 2013, 03:20:59 pm
How do I stop this from happening, I'm trying to Compute LOD's for the British Artillery Ranker and this comes up!

Also when I try to open DDS. files with GIMP its get an unknown file message.
Title: Re: Have a question about Modding? Ask Here!
Post by: Blobmania on May 11, 2013, 04:58:27 pm
I think that may be because the clothing meshes contain "empty" faces - as in, holes in the mesh to reduce the polygon count. You can try filling the holes yourself in some modelling software, or possibly try re-installing OpenBRF to see if that works.

To open .dds files in GIMP you need to download a .dds plugin.
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on May 11, 2013, 06:01:38 pm
I think that may be because the clothing meshes contain "empty" faces - as in, holes in the mesh to reduce the polygon count. You can try filling the holes yourself in some modelling software, or possibly try re-installing OpenBRF to see if that works.

To open .dds files in GIMP you need to download a .dds plugin.

1) Does sculptris or Zbrush work?

2) Can you link me to a DDS. plugin? Thanks!
Title: Re: Have a question about Modding? Ask Here!
Post by: Blobmania on May 11, 2013, 06:24:39 pm
I think that may be because the clothing meshes contain "empty" faces - as in, holes in the mesh to reduce the polygon count. You can try filling the holes yourself in some modelling software, or possibly try re-installing OpenBRF to see if that works.

To open .dds files in GIMP you need to download a .dds plugin.

1) Does sculptris or Zbrush work?

2) Can you link me to a DDS. plugin? Thanks!

1) You're better off using Wings, Blender, Maya, 3ds Max - that sort of thing. Sculpting software isn't really used for that sort of thing.

2) http://lmgtfy.com/?q=GIMP+.DDS+Plugin (http://lmgtfy.com/?q=GIMP+.DDS+Plugin)
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on May 11, 2013, 08:02:39 pm
I think that may be because the clothing meshes contain "empty" faces - as in, holes in the mesh to reduce the polygon count. You can try filling the holes yourself in some modelling software, or possibly try re-installing OpenBRF to see if that works.

To open .dds files in GIMP you need to download a .dds plugin.

1) Does sculptris or Zbrush work?

2) Can you link me to a DDS. plugin? Thanks!

1) You're better off using Wings, Blender, Maya, 3ds Max - that sort of thing. Sculpting software isn't really used for that sort of thing.

2) http://lmgtfy.com/?q=GIMP+.DDS+Plugin (http://lmgtfy.com/?q=GIMP+.DDS+Plugin)

I tried to download a Plug-In but it won't work it says something like "Gimplib_2.0.2 needs to be installed" or something like that.
Title: Re: Have a question about Modding? Ask Here!
Post by: spyczech on May 17, 2013, 12:17:46 am
Hey guys, I'm trying to make a body armor that only includes the x-strap and ammo pouches for the soldier. I've got the mesh separated, and I'm guess I have to just make the body model part of the actual body armor model. Anyone have any advice here? Currently their bodies are completely invisible. Thanks :)
Title: Re: Have a question about Modding? Ask Here!
Post by: James Grant on May 24, 2013, 03:46:12 pm
I was hoping to change the trousers of the British Light Infantry to scottish trews but am I right in thinking they share trousers with another unit? If so is it completely impossible to change this?
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on May 24, 2013, 06:54:46 pm
I was hoping to change the trousers of the British Light Infantry to scottish trews but am I right in thinking they share trousers with another unit? If so is it completely impossible to change this?
Well... It is possible, but its a lot of work, you just add the pants as if they were equipmen so like for example: british_guards.5 for the pants.
There was a thread about this.
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on May 25, 2013, 10:20:58 am
Where do you find the flag animation?

And

Where do you find "british_equipment_envmap" ?
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on May 25, 2013, 12:39:42 pm
Where do you find the flag animation?

And

Where do you find "british_equipment_envmap" ?
1: dunno
2: its in your textures folder, its a dds file . The envmap is the material with the enviro map. Just click the diffuse/ texture when you click on a model.
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on May 25, 2013, 01:16:51 pm
Where do you find the flag animation?

And

Where do you find "british_equipment_envmap" ?
1: dunno
2: its in your textures folder, its a dds file . The envmap is the material with the enviro map. Just click the diffuse/ texture when you click on a model.


2. Okay thanks




By the way where is diffuse? I can't find it.
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on May 25, 2013, 04:03:44 pm
When you  open OpenBRF you clcik on a model and you should see 3 windows (I call them that) the list of models, the material/edits, preview window.
You go on the material edits window (All these windows are one window. So I just seperate them in 3 parts for ease) You clock on the Material word (which is blue) and there you find the diffuse A diffuse B etc.
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on May 25, 2013, 04:52:06 pm
When you  open OpenBRF you clcik on a model and you should see 3 windows (I call them that) the list of models, the material/edits, preview window.
You go on the material edits window (All these windows are one window. So I just seperate them in 3 parts for ease) You clock on the Material word (which is blue) and there you find the diffuse A diffuse B etc.

Thanks you so much i do
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on May 25, 2013, 05:03:26 pm
Sorry For Double post but how do I rid of the black box shape because whenever i type my material name " british_equipment21" the black box appears as shown in attachment but when type in "british_equipment_envmap" the black box disappears, i only wanted to edit the 28th to be just plain gold but then that happens. ( By the way I copy and pasted the "british_equipment" to change the name to "british_equipment21").

Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on May 26, 2013, 01:26:25 pm
^So? Can anyone help me with the comment I posted above?^
Title: Re: Have a question about Modding? Ask Here!
Post by: Frederik on May 26, 2013, 03:02:38 pm
Take away the Tick at bump map in open brf.
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on May 26, 2013, 04:32:12 pm
Take away the Tick at bump map in open brf.

Okay then thanks!


No, Wait it's still there.
Title: Re: Have a question about Modding? Ask Here!
Post by: kpetschulat on May 26, 2013, 05:44:36 pm
What are the easiest, and cheapest, programs to use for creating reskin mini-mods?
Title: Re: Have a question about Modding? Ask Here!
Post by: TORN on May 26, 2013, 05:53:22 pm
What are the easiest, and cheapest, programs to use for creating reskin mini-mods?
retexture? gimp
reskin? 3Dwings
Title: Re: Have a question about Modding? Ask Here!
Post by: kpetschulat on May 26, 2013, 05:58:19 pm
Okay, so let's say i just want to retexture the colors, I use gimp, but how do I open the skin I want to recolor?
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on May 26, 2013, 06:07:05 pm
Okay, so let's say i just want to re-texture the colors, I use gimp, but how do I open the skin I want to recolor?


Right click>Open With> GIMP. By the way can someone link me to DDS Plug-in for GIMP?

Sorry For Double post but how do I rid of the black box shape because whenever i type my material name " british_equipment21" the black box appears as shown in attachment but when type in "british_equipment_envmap" the black box disappears, i only wanted to edit the 28th to be just plain gold but then that happens. ( By the way I copy and pasted the "british_equipment" to change the name to "british_equipment21").



So?
Title: Re: Have a question about Modding? Ask Here!
Post by: kpetschulat on May 26, 2013, 10:13:21 pm
Okay, so let's say i just want to re-texture the colors, I use gimp, but how do I open the skin I want to recolor?


Right click>Open With> GIMP. By the way can someone link me to DDS Plug-in for GIMP?

Which files is it exactly that I open?
Title: Re: Have a question about Modding? Ask Here!
Post by: Blobmania on May 26, 2013, 10:19:48 pm
 ???

Go into your Warband Modules folder, then into the NW module folder. Double-click the "Textures" folder, and you'll see all the .dds texture files for the module. Those are the ones you want to edit.

Before you can open them in GIMP, you'll need to download and install a GIMP .DDS Plugin:

I think that may be because the clothing meshes contain "empty" faces - as in, holes in the mesh to reduce the polygon count. You can try filling the holes yourself in some modelling software, or possibly try re-installing OpenBRF to see if that works.

To open .dds files in GIMP you need to download a .dds plugin.

1) Does sculptris or Zbrush work?

2) Can you link me to a DDS. plugin? Thanks!

1) You're better off using Wings, Blender, Maya, 3ds Max - that sort of thing. Sculpting software isn't really used for that sort of thing.

2) http://lmgtfy.com/?q=GIMP+.DDS+Plugin (http://lmgtfy.com/?q=GIMP+.DDS+Plugin)
Title: Re: Have a question about Modding? Ask Here!
Post by: Ronan6793 on May 26, 2013, 11:00:58 pm
How Would I achieve the effect on the british_hats_n.

You know the purpley Pink thing looking effect
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on May 27, 2013, 10:30:59 am
Sorry For Double post but how do I rid of the black box shape because whenever i type my material name " british_equipment21" the black box appears as shown in attachment but when type in "british_equipment_envmap" the black box disappears, i only wanted to edit the 28th to be just plain gold but then that happens. ( By the way I copy and pasted the "british_equipment" to change the name to "british_equipment21").

So? Any help?
Title: Re: Have a question about Modding? Ask Here!
Post by: Penn on May 27, 2013, 05:45:06 pm
Hello!

I have edited the skin of the French Grenadier a Cheval, but I can't find any way to remove the cavalry gloves from him. Is there any way to do this?
Thank you!
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on May 27, 2013, 07:43:34 pm
Baktech; You have to add to the dds file the alpha channel. The alpha channel is in the channels tab. It makes objects like badges, lose their black background. Or you can delete it with wings3d

Penn; one word: Coding
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on May 27, 2013, 08:01:40 pm
Baktech; You have to add to the dds file the alpha channel. The alpha channel is in the channels tab. It makes objects like badges, lose their black background. Or you can delete it with wings3d

Okay thanks you very much.
Title: Re: Have a question about Modding? Ask Here!
Post by: Blobmania on May 27, 2013, 08:16:27 pm
Baktech; You have to add to the dds file the alpha channel. The alpha channel is in the channels tab. It makes objects like badges, lose their black background. Or you can delete it with wings3d

Penn; one word: Coding

You also need to save it as DX5 rather than DX1 compression.
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on May 27, 2013, 08:45:49 pm
Yup. Thanks for reminding me that.
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on May 27, 2013, 10:20:00 pm
Wait, where's the channel tab?
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on May 28, 2013, 12:32:45 am
Wait, where's the channel tab?
Are you using photoshop?
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on May 28, 2013, 09:56:52 am
Wait, where's the channel tab?
Are you using photoshop?

No, am I supposed to if so could you link me a DDS. Plug-in? thanks.
Title: Re: Have a question about Modding? Ask Here!
Post by: Ronan6793 on May 28, 2013, 01:42:51 pm
How Would I achieve the effect on the british_hats_n.

You know the purpley Pink thing looking effect

I mean this Btw.
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fi1152.photobucket.com%2Falbums%2Fp492%2FRonan6793%2Ffffffffffffff_zps3e7d0cc4.png&hash=2796ec084915b71614f8b70d9a2ab99e11d3773f)
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on May 28, 2013, 07:55:08 pm
Baktech; im guessing you are using gimp?

Ronan; thats a normal map, I make mine with smart normal, useful but sometimes you need to edit the texutre yourself. Smart normal uses adobe air to work. So install adobe.... Adobe something.... And then download from adobe website or the smart normals website self the file and double click it.
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on May 28, 2013, 08:23:41 pm
Baktech; im guessing you are using gimp?

PAINT.NET Actually, because I can't seem to figure out how to install or find DDS. Plug-in for GIMP 2.8 same goes for PS CS6 (64-BIT).
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on May 28, 2013, 08:35:06 pm
Baktech; im guessing you are using gimp?

PAINT.NET Actually, because I can't seem to figure out how to install or find DDS. Plug-in for GIMP 2.8 same goes for PS CS6 (64-BIT).
Well i cant help you with gimp or paint.net
Title: Re: Have a question about Modding? Ask Here!
Post by: Ronan6793 on May 28, 2013, 09:40:27 pm
Baktech; im guessing you are using gimp?

Ronan; thats a normal map, I make mine with smart normal, useful but sometimes you need to edit the texutre yourself. Smart normal uses adobe air to work. So install adobe.... Adobe something.... And then download from adobe website or the smart normals website self the file and double click it.
ty mate

I found This
http://www.smart-page.net/smartnormal/
and it worked
and they came out really shiny which is great because they look awsome
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on May 28, 2013, 10:27:53 pm
Baktech; im guessing you are using gimp?

Ronan; thats a normal map, I make mine with smart normal, useful but sometimes you need to edit the texutre yourself. Smart normal uses adobe air to work. So install adobe.... Adobe something.... And then download from adobe website or the smart normals website self the file and double click it.
ty mate

I found This
http://www.smart-page.net/smartnormal/
and it worked
and they came out really shiny which is great because they look awsome
same thing
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on May 29, 2013, 10:10:01 pm
How to rid of this evil black box.

(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fscaled%2Fthumb%2F837%2Fhelpxm.jpg&hash=5b4906427c1979a5c964ba0318acec7275229aa5)
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on May 29, 2013, 11:22:15 pm
How to rid of this evil black box.

(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fscaled%2Fthumb%2F837%2Fhelpxm.jpg&hash=5b4906427c1979a5c964ba0318acec7275229aa5)
what black box? I can't see
Title: Re: Have a question about Modding? Ask Here!
Post by: Rigadoon on May 30, 2013, 07:20:00 am
How to rid of this evil black box.

(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fscaled%2Fthumb%2F837%2Fhelpxm.jpg&hash=5b4906427c1979a5c964ba0318acec7275229aa5)

Why in the world do you post such ridiculously small images?
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on May 30, 2013, 09:43:39 am
I sorted It out my bad.

and Riggy I don't know how to make them bigger on ImageShack.
Title: Re: Have a question about Modding? Ask Here!
Post by: TORN on May 30, 2013, 06:59:23 pm
I sorted It out my bad.

and Riggy I don't know how to make them bigger on ImageShack.
don't use imageshack...
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on May 30, 2013, 08:04:55 pm
I sorted It out my bad.

and Riggy I don't know how to make them bigger on ImageShack.
don't use imageshack...

What Web-Site do I use?
Title: Re: Have a question about Modding? Ask Here!
Post by: Japan on May 30, 2013, 08:10:33 pm
I sorted It out my bad.

and Riggy I don't know how to make them bigger on ImageShack.
don't use imageshack...

What Web-Site do I use?
http://photobucket.com/ (http://photobucket.com/)
Title: Re: Have a question about Modding? Ask Here!
Post by: Rigadoon on May 31, 2013, 08:13:56 am
and Riggy I don't know how to make them bigger on ImageShack.

Are you taking direct link? There's no reason why ImageShack would make them smaller unless if you're uploading very small images or just taking the thumbnail images. Though there's nothing wrong with ImageShack, I prefer Photobucket just because it has a more user-friendly interface, in my opinion.
Title: Re: Have a question about Modding? Ask Here!
Post by: Windbusche on May 31, 2013, 09:23:31 am
Or imgur.com.
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on May 31, 2013, 06:00:04 pm
Aaaaanyways... Back to modding questions. ;)
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on June 03, 2013, 07:14:08 pm
How do I edit the Particle_systems? What section do I change so get smoke either longer or shorter lingering?
Title: Re: Have a question about Modding? Ask Here!
Post by: Frederik on June 03, 2013, 07:25:20 pm
how can i make the .lods?
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on June 03, 2013, 07:29:18 pm
how can i make the .lods?

Right click on the model and find ''Compute LODs''.

How do I edit the Particle_systems? What section do I change so get smoke either longer or shorter lingering?
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on June 03, 2013, 07:36:16 pm
Particles_system.pty python file you need python to edit that. Or you can add the amount of particles in a particles_system.txt but i dont know how to do that.
Title: Re: Have a question about Modding? Ask Here!
Post by: Dom13WorstNW on June 05, 2013, 06:00:55 am
Someone I know downloaded a sound mod for me using teamviewer  and he forgot to copy my sounds folder. (the mod completely replaces all the sounds you have with new ones.)

I was wondering if there was a way to get the original sound files back.  :D
Title: Re: Have a question about Modding? Ask Here!
Post by: Emperor Napoleon on June 05, 2013, 09:37:33 am
In the sounds folder, there are two types of files, MP3 format and another Im not sure of. What type are they, and how would one replace them?
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on June 05, 2013, 04:46:15 pm
So?

How do I edit the Particle_systems? What section do I change so get smoke either longer or shorter lingering?
Title: Re: Have a question about Modding? Ask Here!
Post by: Willhelm on June 06, 2013, 03:35:39 am
You can do it by the text file but i don't know which number does what, you will have to experiment.
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on June 06, 2013, 12:04:39 pm
You can do it by the text file but i don't know which number does what, you will have to experiment.

Sure, Captain.  ;)
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on June 08, 2013, 12:31:28 pm
Where are the animations for crouching in firing mode?
Title: Re: Have a question about Modding? Ask Here!
Post by: Blobmania on June 08, 2013, 12:32:50 pm
There aren't any. The code combines the upper body animation of the "Firing" animation with the lower body animation for crouching.
Title: Re: Have a question about Modding? Ask Here!
Post by: Emperor Napoleon on June 08, 2013, 12:44:52 pm
In the sounds folder, there are two types of files, MP3 format and another Im not sure of. What type are they, and how would one replace them?
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on June 08, 2013, 01:47:29 pm
There aren't any. The code combines the upper body animation of the "Firing" animation with the lower body animation for crouching.

Okay thanks

In the sounds folder, there are two types of files, MP3 format and another Im not sure of. What type are they, and how would one replace them?

The Other is OGG. just rename the file to a Default NW one.
Title: Re: Have a question about Modding? Ask Here!
Post by: Emperor Napoleon on June 08, 2013, 01:59:20 pm
Right, thanks
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on June 08, 2013, 02:15:06 pm
Right, thanks

Always here to help with the basic stuff!
Title: Re: Have a question about Modding? Ask Here!
Post by: Harybo on June 09, 2013, 11:44:23 am
how do you change the load and menu screen? I opened the core_textures.brf and core_materials.brf and tried to import my own .dds file with the same resolution, but it only turned up as a white and purple checker board stored as 3 different parts
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on June 09, 2013, 04:45:32 pm
Damn it i know this one... Dude its a dds file that you need to change not the brf files. I can remember the name i would have to see the folder
Title: Re: Have a question about Modding? Ask Here!
Post by: Joseph Graham on June 10, 2013, 10:58:26 am
If I wanted to replace the pants on the 33rd on Britain, how would I go about doing that? I don't actually know which units it shares the model with. On top of that, is it possible to give them their own model entirely so I can edit them without editing other units in the game?
Title: Re: Have a question about Modding? Ask Here!
Post by: Harybo on June 10, 2013, 01:15:43 pm
Damn it i know this one... Dude its a dds file that you need to change not the brf files. I can remember the name i would have to see the folder

ok thanks i got it now it was 2 dds files with the same name as the brfs
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on June 10, 2013, 05:10:56 pm
What is the file for the Loading and Menu screens?
Title: Re: Have a question about Modding? Ask Here!
Post by: Harybo on June 10, 2013, 05:28:04 pm
What is the file for the Loading and Menu screens?

in the textures folder there are 2 dds files near tje botton, one is load- something.dds and the pther is main_nord something.dds
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on June 10, 2013, 06:14:18 pm
What is the file for the Loading and Menu screens?

in the textures folder there are 2 dds files near tje botton, one is load- something.dds and the pther is main_nord something.dds


Thanks!
Title: Re: Have a question about Modding? Ask Here!
Post by: 32nd_Rct_Schinider on June 10, 2013, 11:17:00 pm
I got a favor to ask Or question,What Editing software Retexturer use? Cause i want to learn one
Title: Re: Have a question about Modding? Ask Here!
Post by: Emperor Napoleon on June 10, 2013, 11:18:16 pm
I got a favor to ask Or question,What Editing software Retexturer use? Cause i want to learn one
If you want to retexture then Gimp, paint.net or photoshop are the programs youncan use. People say Gimp is the best.
Title: Re: Have a question about Modding? Ask Here!
Post by: 32nd_Rct_Schinider on June 10, 2013, 11:33:59 pm
Well Im not sure about Using GIMP cause i dont know how to use GIMP Photoshop i can but its hard to keep the texture's Recolored Like
If i were to recolor a france soldier i colored it but when i colored it i lost all the textures just plain color's
And i use Paint.NET to recolor a hat and it turn out bad can you please tell me what they used to keep the texture like it but no the color i would like to make a coat for the France for A test
Title: Re: Have a question about Modding? Ask Here!
Post by: Emperor Napoleon on June 10, 2013, 11:39:15 pm
Honestly, I dont texture, so I dont know how to texture. All I know is that you use those above programs.
Title: Re: Have a question about Modding? Ask Here!
Post by: 32nd_Rct_Schinider on June 10, 2013, 11:42:16 pm
Well i tried using Photoshop and i ended up screwin colors
I used Paint.net i got it screwed
Title: Re: Have a question about Modding? Ask Here!
Post by: Willhelm on June 11, 2013, 04:22:46 pm
Use Gimp, and every time you want to know how to do something google it, theres always a tutorial.

Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on June 11, 2013, 04:45:50 pm
I tried to install a .DDS Plug-In for GIMP but it wouldn't work maybe I'm doing something wrong, I don't know.
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on June 12, 2013, 12:01:26 am
I got a favor to ask Or question,What Editing software Retexturer use? Cause i want to learn one
If you want to retexture then Gimp, paint.net or photoshop are the programs youncan use. People say Gimp is the best.
I think im going to throw up...
The worst lie. Photoshop is the best. It has more tools and exact drawing. So you can do much more than in gimp. Plus it supports also more things and tools. Gimp is just a "Alpha Test" for Photoshop you could say.
Title: Re: Have a question about Modding? Ask Here!
Post by: 32nd_Rct_Schinider on June 12, 2013, 09:07:17 am
Thanks for the advice Beta :D! But how do i use Photoshop i use them once for cropping
Title: Re: Have a question about Modding? Ask Here!
Post by: kpetschulat on June 12, 2013, 06:14:49 pm
So, I made a helmet for a mod I am working on, using Wings3d. I want to know how I can test it in-game, and send it to a fellow mod developer for texturing. HALP PLOX
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on June 12, 2013, 08:28:28 pm
You need to export it as an Obj. file, Fellow Developer.
Title: Re: Have a question about Modding? Ask Here!
Post by: 32nd_Rct_Schinider on June 18, 2013, 10:38:54 am
How do i change infantry Eqiupment and Ranks?
Title: Re: Have a question about Modding? Ask Here!
Post by: FAULTYscotsman on June 18, 2013, 07:54:30 pm
Hello,

Is there any program or a way to edit a texture while its in 3D?

like what you see when people develop mods and they update about a texture its in 3D, and I'm trying to get into texturing and when i open it up with photoshop you know its all in one square and everything is clumped together and I don't know what's what ( for example what is the left or right arm), and i have not found any tutorial describing it and how to know what's what.
So im hoping that there is a program or a way to edit a texture while its in 3D.

and where are the character models kept? So i could texture it in 3d if possible



Thanks
Title: Re: Have a question about Modding? Ask Here!
Post by: Oldest_Guard on June 18, 2013, 10:10:05 pm
If I remember rightly there was a post somewhere about adding hats into NW, if anyone knows where it is within the depths of the forum that could link me it would be much appreciated.
Title: Re: Have a question about Modding? Ask Here!
Post by: 32nd_Rct_Schinider on June 18, 2013, 11:45:36 pm
How to add hats from other mod= Copy the hat from other mod to the NW resource files
how to put your mesh work to NW=export it to Wavefront OBJ And open it in BRF
Title: Re: Have a question about Modding? Ask Here!
Post by: 85thColonel on June 19, 2013, 07:50:11 pm
I have a small modding question when per say i want to give the British Foot Units Napoleons hat what must i edit?
Title: Re: Have a question about Modding? Ask Here!
Post by: 32nd_Rct_Schinider on June 20, 2013, 04:03:06 am
Watch attila tuto
Title: Re: Have a question about Modding? Ask Here!
Post by: tróts on June 20, 2013, 04:07:42 am
Hello everyone! I've been replacing various models in this game for a while, nothing worth showing tho. Corkscrew bayonets that would make authors of Geneva Conventions roll in their graves, or replacing rankers' heads with roasted pork.

I have some problems with modding. Basically, how far can you go with it? I was working on making trees less detailed for one of my buds in the regiment who plays on a toaster and literally kills himself every time we play on large forest maps. Sadly, I couldn't find any way to do it in a non boring way. There's way too much trees in NW.

The problem is that while I was experimenting, I noticed that I can literally remove collision models. I joined a server with such BRF, and noticed that I could walk through all sorts of trees freely. Same with rocks. Buildings.

This made me feel afraid of messing with the game files. Is there any way to go too far? Is this supposed to work this way? Why are pork heads so hilarious?

Spoiler
(https://i.imgur.com/xH21SLS.png)
[close]

Also, quick edit

While I'm here, I'd like to know who the heck dropped running/walking animations in random brfs that have random names. Like, come on, to this very day I can't find all of them.
Title: Re: Have a question about Modding? Ask Here!
Post by: tróts on June 20, 2013, 06:16:46 pm
Dang, gonna bump it a little, I've encountered some weird problem (I do realize openBRF uses different rendering tech than Warband itself, but it's still kind of weird)

I've created a crest for a helmet, and it looks fine in openBRF
Spoiler
(https://i.imgur.com/Y8J08Qt.png)
[close]

In game something weird happens - it looks like lighting literally ignores it's spec and also royally destroys the diffuse itself

Spoiler
(https://i.imgur.com/G5IHQdA.png)
[close]
(It's this mess in the middle)

Any idea what's up? It uses the same material setup as other crests
Title: Re: Have a question about Modding? Ask Here!
Post by: kpetschulat on June 20, 2013, 06:20:15 pm
Is it possible to add zoom to weapons, mainly guns?
Title: Re: Have a question about Modding? Ask Here!
Post by: TORN on June 20, 2013, 06:20:35 pm
Is it possible to add zoom to weapons, mainly guns?
shift.
Title: Re: Have a question about Modding? Ask Here!
Post by: kpetschulat on June 20, 2013, 06:21:32 pm
Is it possible to add zoom to weapons, mainly guns?
shift.

*Headslap* No shit. I'm asking if it can be added. NW does not have weapons that can be used to zoom in with, you need the scope from officers.
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on June 20, 2013, 06:22:42 pm
Trots, ben je trots op jezelf?
First: Modding an engine has its limits. But sometimes it can be broken. Take a look at NW itself. Vince supposedly had to modify the game engine to make NW. So there is a limit , only you can decide where your limit will be.

Secondly:
Get bigger images.
Title: Re: Have a question about Modding? Ask Here!
Post by: tróts on June 20, 2013, 06:24:56 pm
The thing I meant is that it's so easy to modify the game and cheat the heck out of it

Also, here's the hat model in all its glory

Spoiler
(https://i.imgur.com/zsTRU5q.jpg)
[close]

And here's the nightmare-inducing ingame model

Spoiler
(https://i.imgur.com/03lUlrh.jpg)
[close]

What is happening with the crest?
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on June 20, 2013, 08:06:24 pm
The thing I meant is that it's so easy to modify the game and cheat the heck out of it

Also, here's the hat model in all its glory

Spoiler
(https://i.imgur.com/zsTRU5q.jpg)
[close]

And here's the nightmare-inducing ingame model

Spoiler
(https://i.imgur.com/03lUlrh.jpg)
[close]

What is happening with the crest?
Ok can you show me the texture configuration? The Material to be precise
Title: Re: Have a question about Modding? Ask Here!
Post by: Blobmania on June 21, 2013, 01:17:08 am
Screenshot the OpenBRF material panel for that item. I'd say it's probably an issue with your Normals or the shader you're using, but I could be wrong.
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on June 21, 2013, 01:25:18 am
Screenshot the OpenBRF material panel for that item. I'd say it's probably an issue with your Normals or the shader you're using, but I could be wrong.
What I meant. Its probably shader.
Title: Re: Have a question about Modding? Ask Here!
Post by: ikhoppa on June 21, 2013, 01:58:15 am
Or try right clicking on your mesh and discarding per-vertex color.
Title: Re: Have a question about Modding? Ask Here!
Post by: kpetschulat on June 21, 2013, 02:17:09 am
Is it possible to add zoom to weapons, mainly guns?

I am planning on making sniper rifles for my upcoming mod, and would like to know if I can add zoom for the snipers.
Title: Re: Have a question about Modding? Ask Here!
Post by: tróts on June 21, 2013, 03:05:15 am
Screenshot the OpenBRF material panel for that item. I'd say it's probably an issue with your Normals or the shader you're using, but I could be wrong.

Ha, I was trying with various shaders, and pinpointed the problem to the texture itself. It was a proble mwith mipmaps in the DDS, reworked them completely and now the bavarian helm is finito

Spoiler
(https://i.imgur.com/ylCMj7D.jpg)
Spoiler
(https://i.imgur.com/u2YrQrZ.png)
[close]
[close]

Thanks for the help anyway, dang, Warband modding might be a nasty beast sometimes
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on June 21, 2013, 04:22:01 am
Spoiler
(https://i.imgur.com/ylCMj7D.jpg)
[close]
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2F25.media.tumblr.com%2Ftumblr_m17ybqxp5n1qiwc5qo1_500.jpg&hash=7d95feca8298418740f821a155552f6b5dd0f0f4)
[close]
Title: Re: Have a question about Modding? Ask Here!
Post by: kpetschulat on June 21, 2013, 04:44:55 am
Spoiler
(https://i.imgur.com/ylCMj7D.jpg)
[close]
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2F25.media.tumblr.com%2Ftumblr_m17ybqxp5n1qiwc5qo1_500.jpg&hash=7d95feca8298418740f821a155552f6b5dd0f0f4)
[close]

Exactly what I was thinking... Lol.  :P
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on June 25, 2013, 05:38:09 pm
How does one re-size models in OpenBrf?
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on June 29, 2013, 08:45:50 am
So?

How does one re-size models in OpenBrf?
Title: Re: Have a question about Modding? Ask Here!
Post by: Fabbels on June 29, 2013, 05:58:45 pm
I know there are some mods that are a bit similar to those following, but why does nobody make a good mod about the Thirty Years War or the Seven Years War, the biggest wars with muskets before napoleon.
Title: Re: Have a question about Modding? Ask Here!
Post by: TORN on June 29, 2013, 06:23:05 pm
I know there are some mods that are a bit similar to those following, but why does nobody make a good mod about the Thirty Years War or the Seven Years War, the biggest wars with muskets before napoleon.
1. wrong place
2. You should be on the TW forums more
Title: Re: Have a question about Modding? Ask Here!
Post by: Thvle on June 29, 2013, 08:27:47 pm
Hi guys, I need to know where the texture/s file/s of the bayonets in NW.

Thanks.
Title: Re: Have a question about Modding? Ask Here!
Post by: Fabbels on June 29, 2013, 09:02:29 pm
I know there are some mods that are a bit similar to those following, but why does nobody make a good mod about the Thirty Years War or the Seven Years War, the biggest wars with muskets before napoleon.
1. wrong place
2. You should be on the TW forums more

Yeah just figured out right now that I opened the wrong thread and just wrote it in here D:
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on July 07, 2013, 09:20:45 am
How does one re-size models in OpenBrf?


So?
Title: Re: Have a question about Modding? Ask Here!
Post by: kpetschulat on July 07, 2013, 09:37:37 am
How does one re-size models in OpenBrf?

I would very much like to know as well... I would also like to know how to import a Mount&Blade: Warband head model into Wings3d, and even a body model as well.
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on July 07, 2013, 10:17:48 am
You export it as an .obj file and save it somewhere you will remember, then you open Wings 3d find the .obj file open that, then edit.

How does one re-size models in OpenBrf?


So?
Title: Re: Have a question about Modding? Ask Here!
Post by: ikhoppa on July 07, 2013, 11:09:32 am
Right click on mesh and select Roto-translate-rescale tool.
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on July 07, 2013, 06:55:12 pm
Right click on mesh and select Roto-translate-rescale tool.

Okay thanks.
Title: Re: Have a question about Modding? Ask Here!
Post by: Archduke Sven on July 08, 2013, 02:03:59 pm
Hi guys, i have a question.

I'm currently linking together some Caribinier skins however i met a problem. I really hate how the light infantry can either spawn with regular grey line infantry pants or with the blue light infantry pantaloons.

Is there a way to make it so that it only reads off the latter so you can only spawn with one color of pants or would you have to edit the ranker pants to be the same as the pantaloons?

Thanks.
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on July 08, 2013, 02:17:07 pm
Yu could do what you said, but then the other regiments would also have the same pants. But what you could also assign the pants as a compliment to the uniform, ex. British_line_inf.5 .
Title: Re: Have a question about Modding? Ask Here!
Post by: Archduke Sven on July 08, 2013, 02:41:33 pm
Yu could do what you said, but then the other regiments would also have the same pants. But what you could also assign the pants as a compliment to the uniform, ex. British_line_inf.5 .

And how would one do this complimenting thing?
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on July 08, 2013, 11:53:07 pm
Well it will take time. You can copy the pants and paste them on every uniform that needs it. You can add it like for ex. Brits_kgl_uniform.5 with its lod's . (I use .5 cause i know then that no unit has .5 and that its a pants file) so you do that for ranker, or officer etc
Title: Re: Have a question about Modding? Ask Here!
Post by: Joseph Graham on July 10, 2013, 05:19:32 pm
What program is advisable when re-modelling an existing headpiece? I simply want to straighten the Austrian hats so that they don't have the slight curve at the top, nothing major.
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on July 11, 2013, 12:39:38 am
Well for VERY VERY SIMPLE editing go with Wings3D its a free modeling program
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on July 11, 2013, 10:47:57 pm
Right click on mesh and select Roto-translate-rescale tool.

(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fcdn.memegenerator.net%2Finstances%2F250x250%2F36193385.jpg&hash=6660e3901f964dba21b484aa3956be29488cd2d4)

Yes, actually when I click ok it just reverts back to normal why?
Title: Re: Have a question about Modding? Ask Here!
Post by: Dom13WorstNW on July 12, 2013, 05:07:40 pm
I tried modeling today ... im never trying it again  :( >:(
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on July 12, 2013, 05:16:41 pm
I tried modeling today ... I'm never trying it again  :( >:(

Haha!
Title: Re: Have a question about Modding? Ask Here!
Post by: Ronan6793 on July 12, 2013, 10:22:27 pm
Ok so I want to edit the 33rd and Add them a kilt as I am making my own shizzle however I'm pretty sure it uses the French Volts officer pants as it legs and so do other units. So how can I give them a kilt without having a bunch of french men with Kilts on?
Title: Re: Have a question about Modding? Ask Here!
Post by: Willhelm on July 13, 2013, 02:15:23 am
You can't, not while being compatible with NWs

Title: Re: Have a question about Modding? Ask Here!
Post by: Frederik on July 14, 2013, 05:49:39 pm
You have to delete the pants and give each unit the mesh as unit-name.5
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on July 14, 2013, 05:55:12 pm
You have to delete the pants and give each unit the mesh as unit-name.5
Doesnt have to be .5 but I prefer .5 cause it reminds me its pants and not some other uniform badge.
Title: Re: Have a question about Modding? Ask Here!
Post by: Chosen1 on July 22, 2013, 07:34:23 pm
Ugh, so I haven't opened up Openbrf in quite some time, and I try opening it and I get this message:

(https://i.imgur.com/0EjvBVj.png)

Has anyone had this problem before/knows a fix for it? It's not really a modding question, but any help would be appreciated.  ;D
Title: Re: Have a question about Modding? Ask Here!
Post by: Joseph Graham on July 25, 2013, 01:49:27 am
Does anyone have an idea where the models for the Marine files are located? I've checked BritHats and BritUniforms, but they don't seem to be in either of those files.
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on July 25, 2013, 05:38:59 pm
its in shipcrew.brf
Title: Re: Have a question about Modding? Ask Here!
Post by: Joseph Graham on July 25, 2013, 11:14:43 pm
Aah, awesome. Cheers.
Title: Re: Have a question about Modding? Ask Here!
Post by: Harybo on August 02, 2013, 10:37:38 pm
Does anyone know the maximum number of factions that NW can handle?
Title: Re: Have a question about Modding? Ask Here!
Post by: Emperor Napoleon on August 02, 2013, 10:51:29 pm
Where can one find the banners that represent nations when you are selecting your country?
Title: Re: Have a question about Modding? Ask Here!
Post by: Hammerstout on August 02, 2013, 11:26:36 pm
So I get the models open in OpenBRF how can I then get them to open in Wings.
Title: Re: Have a question about Modding? Ask Here!
Post by: Harybo on August 03, 2013, 12:04:39 am
So I get the models open in OpenBRF how can I then get them to open in Wings.

Go to Selected on the bar thing at the top, and go down to export as static or rigged mesh depending on what type of model it is
Title: Re: Have a question about Modding? Ask Here!
Post by: Hammerstout on August 03, 2013, 01:18:16 am
So I exported it as a .obj and it's on my desktop but when I open in Wings the model just doesn't appear. Scrap that found it, thanks for the help though Harybo.
Title: Re: Have a question about Modding? Ask Here!
Post by: kpetschulat on August 03, 2013, 05:27:28 am
Does anyone know the maximum number of factions that NW can handle?

Five, give or take one. It depends on how many units you put in a faction.
Title: Re: Have a question about Modding? Ask Here!
Post by: Harybo on August 04, 2013, 11:44:52 pm
Does anyone know the maximum number of factions that NW can handle?

Five, give or take one. It depends on how many units you put in a faction.

Thanks so do you think it would be possible to have 6 or 7 factions if most factions only had around say 7 units?
Title: Re: Have a question about Modding? Ask Here!
Post by: kpetschulat on August 05, 2013, 12:34:53 am
Uhm, that might be stretching it. The reason why it's hard to have more than five factions, is due to memory issues. Even when the NW match is only two factions, the other factions are loaded in the background. This causes lag and memory usage. Maybe, if each faction had no more than 5 units, you could get up to seven factions. But, as I said, that's stretching it.
Title: Re: Have a question about Modding? Ask Here!
Post by: Harybo on August 05, 2013, 12:37:46 am
Uhm, that might be stretching it. The reason why it's hard to have more than five factions, is due to memory issues. Even when the NW match is only two factions, the other factions are loaded in the background. This causes lag and memory usage. Maybe, if each faction had no more than 5 units, you could get up to seven factions. But, as I said, that's stretching it.
Shit ok that's a shame
Title: Re: Have a question about Modding? Ask Here!
Post by: Harybo on August 05, 2013, 12:38:39 am
Does anyone know if its possible to edit the model of that damn bird that flies around on the desert maps and such?



Title: Re: Have a question about Modding? Ask Here!
Post by: Harybo on August 05, 2013, 12:39:22 am
Does anyone know if its possible to edit the model of that damn bird that flies around on the desert maps and such?

Title: Re: Have a question about Modding? Ask Here!
Post by: DanyEle on August 06, 2013, 12:28:12 am
Yes, it is. You just made me think of an interesting idea for a mod's feature :D
Title: Re: Have a question about Modding? Ask Here!
Post by: Harybo on August 06, 2013, 12:53:06 am
Yes, it is. You just made me think of an interesting idea for a mod's feature :D

Haha yea that is what I was thinking of too
Do u by any chance know which brf it is in?
Title: Re: Have a question about Modding? Ask Here!
Post by: Von_Clausewitz on August 06, 2013, 02:48:27 pm
I've been working on replacements of certain bagpipe songs, and i've been able to replace the song blackbear.ogg with one of my own sound files and it plays in-game so that's not the problem. The problem is however, that i don't have a clue how to change the name in the song selection menu because it still says ''Black Bear''. I changed the sound file to 42nd_Highlander_Waterloo_March. ogg and did the same thing in the ''sound'' folder for the blackbear .ogg line but still no dice it keeps saying ''Black Bear''.

tl;dr How do i change the names of songs in the song selection menu of the bagpipe (or any other instrument in-game)?
Title: Re: Have a question about Modding? Ask Here!
Post by: DanyEle on August 06, 2013, 04:55:50 pm
I've been working on replacements of certain bagpipe songs, and i've been able to replace the song blackbear.ogg with one of my own sound files and it plays in-game so that's not the problem. The problem is however, that i don't have a clue how to change the name in the song selection menu because it still says ''Black Bear''. I changed the sound file to 42nd_Highlander_Waterloo_March. ogg and did the same thing in the ''sound'' folder for the blackbear .ogg line but still no dice it keeps saying ''Black Bear''.

tl;dr How do i change the names of songs in the song selection menu of the bagpipe (or any other instrument in-game)?

Open the strings.txt file, then search for your desired song and edit its name from there. Or download the Module System and edit the module_strings.py file, then compile.

Yes, it is. You just made me think of an interesting idea for a mod's feature :D

Haha yea that is what I was thinking of too
Do u by any chance know which brf it is in?

If you don't know where some objects are, just search for them in OpenBRF using simle keywords. In this case "bird" . It's located in mm_scene_props
Title: Re: Have a question about Modding? Ask Here!
Post by: Emperor Napoleon on August 06, 2013, 05:05:22 pm
Where can one find the banners that represent nations when you are selecting your country?
Title: Re: Have a question about Modding? Ask Here!
Post by: Harybo on August 06, 2013, 05:29:17 pm
Yes, it is. You just made me think of an interesting idea for a mod's feature :D

Haha yea that is what I was thinking of too
Do u by any chance know which brf it is in?
Quote
If you don't know where some objects are, just search for them in OpenBRF using simle keywords. In this case "bird" . It's located in mm_scene_props

Oh shit ok thanks i didnt even know u could search in openbrf
thanks
Title: Re: Have a question about Modding? Ask Here!
Post by: Harybo on August 06, 2013, 05:38:11 pm
sry for spamming the thread, but why does this happen after I export a flag into Blender, resize it, and then put it back into openbrf?
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fs17.postimg.org%2Fpr52kzapb%2FCapture.jpg&hash=ec97c43bda7c26d3ae264be397dadbe1408265d8)
Title: Re: Have a question about Modding? Ask Here!
Post by: DanyEle on August 06, 2013, 05:43:17 pm
Where can one find the banners that represent nations when you are selecting your country?

banners_a.dds and banners_b.dds. They are both Textures.
Title: Re: Have a question about Modding? Ask Here!
Post by: Emperor Napoleon on August 06, 2013, 05:48:27 pm
Where can one find the banners that represent nations when you are selecting your country?

banners_a.dds and banners_b.dds. They are both Textures.
Thats for the individual banners for players. I want to change the flag for the country selection.
Title: Re: Have a question about Modding? Ask Here!
Post by: DanyEle on August 06, 2013, 05:52:03 pm
Where can one find the banners that represent nations when you are selecting your country?

banners_a.dds and banners_b.dds. They are both Textures.
Thats for the individual banners for players. I want to change the flag for the country selection.

ui_flags_new.dds . Man, like i said above, just search in the BRFs. OpenBRFis really useful!
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on August 10, 2013, 01:09:03 pm
"Unable to find mesh1796_light_cavalry_saber"

Can someone help it doesn't appear!
Title: Re: Have a question about Modding? Ask Here!
Post by: Sicarius on August 10, 2013, 05:34:05 pm
Hello everyone!
I've got a fairly large question. Is there a way to add a new faction by editing .py files?
I'm currently working on a survival mod (similar to full invasion 2 but on napoleonic wars)

If there is a way to add new factions. Could please someone explain it to me.
It would be very appreciated.
Title: Re: Have a question about Modding? Ask Here!
Post by: Harybo on August 13, 2013, 01:15:30 pm
Hi does anyone know why this: (https://s21.postimg.org/uiqrhnm6v/Capture.jpg)
happens ingame after editing the user_interface_b texture? I used the nvidia dds tools for photoshop with default, standard settings to import and export the dds file in and out of photoshop. I am guessing this has something to do with the settings of the nvidia tools
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on August 13, 2013, 02:55:26 pm
I really need help I am "Unable to find mesh 1796_light_cavalry_sabre" Can you help?
Title: Re: Have a question about Modding? Ask Here!
Post by: DanyEle on August 13, 2013, 09:29:42 pm
Hi does anyone know why this: (https://s21.postimg.org/uiqrhnm6v/Capture.jpg)
happens ingame after editing the user_interface_b texture? I used the nvidia dds tools for photoshop with default, standard settings to import and export the dds file in and out of photoshop. I am guessing this has something to do with the settings of the nvidia tools

Nothing to do with Nvidia tools :D . You need to add transparency around it.
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on August 14, 2013, 12:30:32 am
to be more precise you need to edit the alpha channel so it can add proper transparency, i believe its in the diffuse
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on August 14, 2013, 02:47:13 pm
How do you make Normals? Like "fr_grenadier_n".
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on August 14, 2013, 09:35:59 pm
If you want to do it the simple way use smart normal
Title: Re: Have a question about Modding? Ask Here!
Post by: Harybo on August 15, 2013, 03:42:49 pm
to be more precise you need to edit the alpha channel so it can add proper transparency, i believe its in the diffuse

thanks to both of you, I sort of got it to work now, except now the health bar doesnt show up:
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fs2.postimg.org%2Fm4s51vdeh%2FCapture.jpg&hash=30291d1d63753e26ecdd74b29d8ab04fd17cae03)
[close]

my Alpha layer looks like this:
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fs24.postimg.org%2Funpihiuhh%2FCapture.jpg&hash=1d8d80df2422551c0a351138aa31c90ec814bafc)
[close]

thanks, any help would be appreciated
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on August 15, 2013, 06:14:43 pm
For some reason I can't see walls in maps like French Farm and Fort George! Help?
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on August 15, 2013, 09:33:36 pm
to be more precise you need to edit the alpha channel so it can add proper transparency, i believe its in the diffuse

thanks to both of you, I sort of got it to work now, except now the health bar doesnt show up:
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fs2.postimg.org%2Fm4s51vdeh%2FCapture.jpg&hash=30291d1d63753e26ecdd74b29d8ab04fd17cae03)
[close]

my Alpha layer looks like this:
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fs24.postimg.org%2Funpihiuhh%2FCapture.jpg&hash=1d8d80df2422551c0a351138aa31c90ec814bafc)
[close]

thanks, any help would be appreciated
You might have accidentally deleted the health bar, look back at other mods with the same dds file and heck :) thats how i learned
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on August 16, 2013, 05:00:36 pm
For some reason I can't see walls in maps like French Farm and Fort George! Help?
Title: Re: Have a question about Modding? Ask Here!
Post by: Harybo on August 16, 2013, 05:18:21 pm
Quote
You might have accidentally deleted the health bar, look back at other mods with the same dds file and heck :) thats how i learned

niice ok thanks I did that and it works now
Title: Death Messages Name Changing
Post by: Cacha on August 17, 2013, 01:41:13 pm
How do I change the death messages' bot names?

For example, from this: British Line Infantry (KILLED) Prussian Line Infantry

                        To this: British Line Infantry (KILLED) Continental Line Infantry

This will be very essential information for me and maybe others too! Thanks a ton in advance!
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on August 17, 2013, 05:38:55 pm
(DONT KILL ME CODERS)
I do believe you edit that in the codes, It could be Troops.py, butsomeone else might know
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on August 17, 2013, 05:44:38 pm
I told you when you asked in another thread.

For some reason I can't see walls in maps like French Farm and Fort George! Help?
Title: Re: Have a question about Modding? Ask Here!
Post by: DanyEle on August 17, 2013, 06:56:48 pm
(DONT KILL ME CODERS)
I do believe you edit that in the codes, It could be Troops.py, butsomeone else might know
.

In module_troops.py he can change the name of every single troop whereas in module_strings.py he can change the message killed by.
Title: Re: Have a question about Modding? Ask Here!
Post by: Penn on August 18, 2013, 12:27:10 pm
Hey there!

Trying to mod the Russian uniforms, but I can't figure out how to have different hats for the riflemen and the regular line infantry, they are connected to the same material and texture. Anyone know how to do?
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on August 18, 2013, 12:33:48 pm
Hey there!

Trying to mod the Russian uniforms, but I can't figure out how to have different hats for the riflemen and the regular line infantry, they are connected to the same material and texture. Anyone know how to do?

Coding. troops.txt to be precise.
Title: Re: Have a question about Modding? Ask Here!
Post by: El_Presidente on August 18, 2013, 02:08:05 pm
What is the variable that stores the number of rounds played on a siege map? So I can call it up in an if statement.

I presume it is a variable anyway...

Thanks for any help :3
Title: Re: Have a question about Modding? Ask Here!
Post by: Sicarius on August 18, 2013, 03:35:48 pm
Where can I find the texture of the large siege flags which you have to capture.
And I can't find the scoreboard flags either. Does anybody know where they are located?
Thanks in advance.
Title: Re: Have a question about Modding? Ask Here!
Post by: Penn on August 19, 2013, 11:14:54 am
Hey there!

Trying to mod the Russian uniforms, but I can't figure out how to have different hats for the riflemen and the regular line infantry, they are connected to the same material and texture. Anyone know how to do?

Coding. troops.txt to be precise.

Ah thanks, is there any guide to coding? Can coding be used without getting kicked of the game for "cheating"?
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on August 19, 2013, 11:55:07 am
For some reason I can't see walls in maps like French Farm and Fort George! Help?

Well?
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on August 19, 2013, 05:05:32 pm
If I wanted to edit the 6th (Iniskilling) Sergeant which has no model, how can I edit it?
Title: Re: Have a question about Modding? Ask Here!
Post by: DanyEle on August 19, 2013, 08:54:33 pm
Hey there!

Trying to mod the Russian uniforms, but I can't figure out how to have different hats for the riflemen and the regular line infantry, they are connected to the same material and texture. Anyone know how to do?

Coding. troops.txt to be precise.

Ah thanks, is there any guide to coding? Can coding be used without getting kicked of the game for "cheating"?

Too many people asking questions, too few answering ;D . Yes, there are guides to coding. Here are a couple of them http://forums.taleworlds.com/index.php/topic,240255.0.html and http://forums.taleworlds.com/index.php?topic=142422.0 .

Coding can be used for creating a new mod or simple visually-edit things. This is a mod i created overwriting NW requesting very little coding (just changed a few names for troops and factions and some parameters for shooting).  http://twonline.forumfree.it/?t=66194923

Where can I find the texture of the large siege flags which you have to capture.
And I can't find the scoreboard flags either. Does anybody know where they are located?
Thanks in advance.


Search in the BRFs files.

What is the variable that stores the number of rounds played on a siege map? So I can call it up in an if statement.

I presume it is a variable anyway...

Thanks for any help :3

Can't help you much, never heard of tha, but global variables start with $ whereas local variables with :(":cur_anim"). Global variables are stored in the variables.txt file. Try to search for keywords such as siege.
Title: Re: Have a question about Modding? Ask Here!
Post by: KillerMongoose on August 20, 2013, 06:36:31 am
Is there a guide on how to reskin uniforms anywhere? I've seen texturing tutorials but is it different or the same? There are tons of skins I would like to make and I've just run out of patience waiting for the people I've asked to make skins to make them. I figure I'll just do it myself.
Title: Re: Have a question about Modding? Ask Here!
Post by: Sicarius on August 20, 2013, 09:02:48 am
Is there a guide on how to reskin uniforms anywhere? I've seen texturing tutorials but is it different or the same? There are tons of skins I would like to make and I've just run out of patience waiting for the people I've asked to make skins to make them. I figure I'll just do it myself.

I'm an beginner texturer myself too, I know the basics.
Add me on steam or send me an PM, I'll teach you everything I know.
(Steam link is under my signature)
Title: Re: Have a question about Modding? Ask Here!
Post by: Sicarius on August 20, 2013, 09:17:01 am
Hey there!

Trying to mod the Russian uniforms, but I can't figure out how to have different hats for the riflemen and the regular line infantry, they are connected to the same material and texture. Anyone know how to do?
Penn, Have you ever heared of OpenBRF?
I believe you can pick what hat a unit is using with that program.
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on August 20, 2013, 10:58:19 am
If I wanted to edit the 6th (Iniskilling) Sergeant which has no model, how can I edit it?

For some reason I can't see walls in maps like French Farm and Fort George! Help?

Well?

Please answer them!
Title: Re: Have a question about Modding? Ask Here!
Post by: Penn on August 20, 2013, 12:06:01 pm
Hey there!

Trying to mod the Russian uniforms, but I can't figure out how to have different hats for the riflemen and the regular line infantry, they are connected to the same material and texture. Anyone know how to do?
Penn, Have you ever heared of OpenBRF?
I believe you can pick what hat a unit is using with that program.

Of course, but thats not the issue ;)




Hey there!

Trying to mod the Russian uniforms, but I can't figure out how to have different hats for the riflemen and the regular line infantry, they are connected to the same material and texture. Anyone know how to do?

Coding. troops.txt to be precise.

Ah thanks, is there any guide to coding? Can coding be used without getting kicked of the game for "cheating"?

Too many people asking questions, too few answering ;D . Yes, there are guides to coding. Here are a couple of them http://forums.taleworlds.com/index.php/topic,240255.0.html and http://forums.taleworlds.com/index.php?topic=142422.0 .

Coding can be used for creating a new mod or simple visually-edit things. This is a mod i created overwriting NW requesting very little coding (just changed a few names for troops and factions and some parameters for shooting).  http://twonline.forumfree.it/?t=66194923


Thank you!
Title: Re: Have a question about Modding? Ask Here!
Post by: DanyEle on August 23, 2013, 01:51:56 am
If I wanted to edit the 6th (Iniskilling) Sergeant which has no model, how can I edit it?

For some reason I can't see walls in maps like French Farm and Fort George! Help?

Well?

Please answer them!

Man, what are you talking about in the first question? What is the Inniskilliing? For the second one, try to verify the integrity of your game cache.
Title: Re: Have a question about Modding? Ask Here!
Post by: Thompson on August 23, 2013, 01:53:56 am
Questions: Textures.
1) How do I take the dragoons hat from Austria and put it on a Nr14 soldier?

2) How would I give something like a trench coat onto an officer?
Title: Re: Have a question about Modding? Ask Here!
Post by: kpetschulat on August 23, 2013, 01:55:18 am
Man, what are you talking about in the first question? What is the Inniskilliing?

It's the bloody British cavalry, guy. :P
Title: Re: Have a question about Modding? Ask Here!
Post by: DanyEle on August 23, 2013, 02:01:53 am
Man, what are you talking about in the first question? What is the Inniskilliing?

It's the bloody British cavalry, guy. :P

It must be the recently added British light cavalry... i never heard of it, i'm working so much for Iron Europe that I didn't even have the chance to try the latest update :D .
Anyways, update apart, that troop can be edited in the module_troops.py file.There, you can see what items are assigned to it.Eventually you can change the texture of that mesh in the BRFs file or assign it another item in case you're creating a new mod.

Questions: Textures.
1) How do I take the dragoons hat from Austria and put it on a Nr14 soldier?

2) How would I give something like a trench coat onto an officer?

Same as above for you
Title: Re: Have a question about Modding? Ask Here!
Post by: Amit_ on August 23, 2013, 05:04:20 am
There was a good reskin of UK 33rd Regiment of Foot to the 44th (East Essex) Regiment of Foot made by Hinkel. Almost every time the game is patched, the skin breaks and is no longer usable. How can I go about getting the skins to show up properly in-game again? I would contact Hinkel to figure this out, but I've been informed that he is focused on other projects at the moment.

Surely I cannot be the only one wondering about this?
Title: Re: Have a question about Modding? Ask Here!
Post by: KillerMongoose on August 23, 2013, 08:04:37 am
The Inniskilling is the British heavy cavalry, the only ones that wear red.
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on August 23, 2013, 10:18:56 am
The Inniskilling is the British heavy cavalry, the only ones that wear red.

Yeah.

(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fmembers.upnaway.com%2F%7Eobees%2Fsoldiers%2Fnap_uniforms%2Fn17.jpg&hash=cbb0fb0d8f8a679858c138f8e74b851f0d6adfe8)
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on August 28, 2013, 04:27:09 pm
How do you make normals?!
Title: Re: Have a question about Modding? Ask Here!
Post by: Amit_ on August 28, 2013, 10:03:47 pm
xNormal has a number of handy toolsets for creating various maps including normal maps, height maps, ambient occlusion maps, etc. It has some conversion tools as well to convert between some of the formats.
Title: Re: Have a question about Modding? Ask Here!
Post by: kpetschulat on August 29, 2013, 07:20:09 pm
Please, help. https://www.fsegames.eu/forum/index.php?topic=8301.0 I made a recolor of the Bavarian Infantry for France. Now, I was playing in public with it, and I kept getting kicked for cheating. All Russian units and certain Austrian units make you get kicked for cheating... Can someone please download my mod, and help me figure out what the problem is? I am VERY new to all of this, I just started doing this yesterday at 11pm.
Title: Re: Have a question about Modding? Ask Here!
Post by: Viktor 90th on August 29, 2013, 07:22:15 pm
Please, help. https://www.fsegames.eu/forum/index.php?topic=8301.0 I made a recolor of the Bavarian Infantry for France. Now, I was playing in public with it, and I kept getting kicked for cheating. All Russian units and certain Austrian units make you get kicked for cheating... Can someone please download my mod, and help me figure out what the problem is? I am VERY new to all of this, I just started doing this yesterday at 11pm.
Sure, Anything to keep away from TJR eh?  ;)
I'll edit this post with any findings.

Edit-
Looks like it's an error with the Troops.txt you edited.
Code
trp_french_infantry_bavarian 7._Linien-Infanterie-Regiment_Lowenstein,_Bayern. Bavarian_Infantry 0 133169152 0 0 7 0 0

Vanilla
Code
trp_french_infantry_bavarian 2._Linien-Infanterie-Regiment_Kronprinz,_Bayern. Line_Infantry 0 133169152 0 0 7 0 0

I'll work on a fixed file for you
This seems to work, I'd suggest testing it before you call it official.

WARNINGBIGFILE
Code
troopsfile version 2
411
trp_player Player Player 0 268435472 0 0 4 0 0
  -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 9 4 4 0
 100 100 100 100 100 100 0
0 0 0 0 0 0
  6442450945 3952873730080618203 1947355 0 0 0 0 0

trp_multiplayer_profile_troop_male multiplayer_profile_troop_male multiplayer_profile_troop_male 0 133169168 0 0 1 0 0
  448 0 621 0 39 0 51 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  0 0 0 0 0
 0 0 0 0 0 0 0
0 0 0 0 0 0
  6442450945 3952873730080618203 1947355 0 0 0 0 0

trp_multiplayer_profile_troop_female multiplayer_profile_troop_female multiplayer_profile_troop_female 0 133169169 0 0 1 0 0
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trp_temp_troop Temp_Troop Temp_Troop 0 16 0 0 1 0 0
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2586 655360 0 0 0 0
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trp_temp_array_a {!}temp_array_a {!}temp_array_a 0 48 0 0 3 0 0
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trp_multiplayer_data {!}multiplayer_data {!}multiplayer_data 0 48 0 0 3 0 0
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trp_british_infantry_ai British_Line_Infantry Line_Infantry 0 133169152 0 0 6 0 0
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trp_british_infantry2_ai German_Line_Infantry German_Line_Infantry 0 133169152 0 0 6 0 0
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trp_british_highlander_ai British_Highland_Infantry Highland_Infantry 0 133169152 0 0 6 0 0
  263 0 672 0 673 0 564 0 41 0 111 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
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trp_british_foot_guard_ai British_Foot_Guard Foot_Guards 0 133169152 0 0 6 0 0
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trp_british_light_infantry_ai British_Light_Infantry Light_Infantry 0 133169152 0 0 6 0 0
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trp_british_rifle_ai British_Rifleman Riflemen 0 133169152 0 0 6 0 0
  278 0 676 0 677 0 678 0 561 0 561 0 561 0 562 0 563 0 28 0 111 0 84 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
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2586 131072 0 48 135168 0
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trp_british_hussar_ai British_Hussar Hussars 0 133170176 0 0 6 0 0
  291 0 685 0 580 0 83 0 727 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
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2586 131072 0 4 208896 0
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trp_british_light_dragoon_ai British_Light_Dragoon Light_Dragoons 0 133170176 0 0 6 0 0
  285 0 682 0 571 0 707 0 83 0 25 0 111 0 723 0 724 0 725 0 726 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
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2586 131072 0 4 143360 0
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trp_british_dragoon_ai British_Dragoon Heavy_Dragoons 0 133170176 0 0 6 0 0
  287 0 684 0 574 0 705 0 82 0 728 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
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2586 131072 0 4 208896 0
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trp_british_horseguard_ai British_Horse_Guard Horse_Guards 0 133170176 0 0 6 0 0
  289 0 684 0 577 0 706 0 82 0 729 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
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2586 131072 0 4 208896 0
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trp_british_ship_ai British_Sailor Sailors 0 133169152 0 0 6 0 0
  688 0 585 0 586 0 86 0 84 0 72 0 79 0 138 0 138 0 138 0 138 0 139 0 139 0 140 0 137 0 111 0 20 0 112 0 6 0 6 0 6 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
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2586 131072 0 48 208896 0
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trp_british_ship_marine_ai British_Marine Marines 0 133169152 0 0 6 0 0
  298 0 679 0 588 0 588 0 588 0 588 0 587 0 41 0 111 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
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2586 131072 0 48 208896 0
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trp_british_arty_ai British_Artillerist Artillery_(Cannon) 0 133169152 0 0 6 0 0
  282 0 621 0 554 0 182 0 41 0 111 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
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2586 131072 0 49 204800 0
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trp_british_arty_alt_ai British_Artillerist Artillery_(Howitzer) 0 133169152 0 0 6 0 0
  282 0 621 0 554 0 182 0 41 0 111 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
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2586 131072 0 49 204800 0
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trp_british_rocket_ai British_Rocketeer Rocket_Artillery 0 133169152 0 0 6 0 0
  295 0 683 0 555 0 707 0 83 0 120 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
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trp_french_infantry_ai French_Line_Infantry Line_Infantry 0 133169152 0 0 7 0 0
  197 0 621 0 497 0 111 0 37 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
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2586 131072 0 48 208896 0
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trp_french_infantry2_ai French_Grenadier Grenadiers 0 133169152 0 0 7 0 0
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  12 10 15 15 20
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2586 131072 0 48 208896 0
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trp_french_infantry_vistula_ai Polish_Line_Infantry Polish_Line_Infantry 0 133169152 0 0 7 0 0
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trp_french_infantry_bavarian_ai Bavarian_Line_Infantry Bavarian_Line_Infantry 0 133169152 0 0 7 0 0
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2586 131072 0 48 208896 0
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trp_french_old_guard_ai French_Grenadier_Guard Grenadier_Guards 0 133169152 0 0 7 0 0
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trp_french_voltigeur_ai French_Voltigeur Voltigeurs 0 133169152 0 0 7 0 0
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trp_french_hussar_ai French_Hussar Hussars 0 133170176 0 0 7 0 0
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trp_french_lancer_ai Polish_Lancer Polish_Lancers 0 133170176 0 0 7 0 0
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trp_french_dragoon_ai French_Dragoon Dragoons 0 133170176 0 0 7 0 0
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  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_cuirassier_ai French_Cuirassier Cuirassiers 0 133170176 0 0 7 0 0
  219 0 651 0 488 0 703 0 59 0 715 0 651 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 120 5 30 5 30 5 30
2586 131072 0 4 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_carabineer_ai French_Carabinier Carabiniers 0 133170176 0 0 7 0 0
  222 0 651 0 491 0 703 0 50 0 718 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 120 5 30 5 30 5 30
2586 131072 0 4 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_grenadier_a_cheval_ai French_Horse_Grenadier Horse_Grenadiers 0 133170176 0 0 7 0 0
  205 0 624 0 519 0 703 0 53 0 721 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 140 5 30 5 30 5 30
2586 131072 0 4 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_ship_ai French_Sailor Sailors 0 133169152 0 0 7 0 0
  641 0 524 0 524 0 525 0 60 0 62 0 72 0 79 0 138 0 138 0 138 0 138 0 139 0 140 0 140 0 137 0 111 0 20 0 112 0 3 0 3 0 3 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 40 5 80 5 80 60 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_ship_marine_ai French_Marine Marines 0 133169152 0 0 7 0 0
  247 0 640 0 523 0 37 0 111 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 50 5 130 5 120 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_arty_ai French_Artillerist Artillery_(Cannon) 0 133169152 0 0 7 0 0
  210 0 211 0 632 0 510 0 182 0 111 0 37 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 50 5 50 5 80 5 30
2586 131072 0 49 204800 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_arty_alt_ai French_Artillerist Artillery_(Howitzer) 0 133169152 0 0 7 0 0
  210 0 211 0 632 0 510 0 182 0 111 0 37 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 50 5 50 5 80 5 30
2586 131072 0 49 204800 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_infantry_ai Prussian_Line_Infantry Line_Infantry_(Brandenburg) 0 133169152 0 0 8 0 0
  301 0 690 0 592 0 593 0 99 0 47 0 111 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 50 5 130 5 120 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_infantry2_ai Prussian_Line_Infantry Line_Infantry_(Rhen) 0 133169152 0 0 8 0 0
  328 0 690 0 592 0 593 0 616 0 99 0 47 0 111 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 50 5 130 5 120 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_infantry_kurmark_ai Prussian_Landwehr Landwehr 0 133169152 0 0 8 0 0
  333 0 334 0 692 0 589 0 590 0 591 0 101 0 102 0 47 0 111 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 50 5 130 5 120 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_infantry_freikorps_ai Prussian_Freikorps Freikorps 0 133169152 0 0 8 0 0
  348 0 699 0 593 0 100 0 47 0 111 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 50 5 130 5 120 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_infantry_15_ai Prussian_Foot_Guard Foot_Guards 0 133169152 0 0 8 0 0
  315 0 670 0 646 0 605 0 99 0 47 0 111 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 70 5 170 5 130 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_infantry_rifle_ai Prussian_Jaeger Jaegers 0 133169152 0 0 8 0 0
  310 0 311 0 691 0 593 0 69 0 26 0 111 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 30 5 90 5 150 5 30
2586 131072 0 48 135168 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_dragoon_ai Prussian_Dragoon Dragoons 0 133170176 0 0 8 0 0
  306 0 695 0 601 0 83 0 18 0 111 0 734 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 100 5 30 5 100 5 30
2586 131072 0 3 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_hussar_ai Prussian_Hussar Hussars 0 133170176 0 0 8 0 0
  323 0 697 0 595 0 83 0 732 0 733 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 150 5 30 5 30 5 30
2586 131072 0 6 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_landwehr_cav_ai Prussian_Lancer Lancers 0 133170176 0 0 8 0 0
  339 0 693 0 608 0 122 0 83 0 730 0 731 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 50 5 130 5 40 5 30
2586 131072 0 4 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_cuirassier_ai Prussian_Cuirassier Cuirassiers 0 133170176 0 0 8 0 0
  344 0 695 0 696 0 613 0 53 0 736 0 737 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 140 5 30 5 30 5 30
2586 131072 0 4 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_arty_ai Prussian_Artillerist Artillery_(Cannon) 0 133169152 0 0 8 0 0
  320 0 690 0 599 0 182 0 111 0 47 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 50 5 50 5 80 5 30
2586 131072 0 49 204800 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_arty_alt_ai Prussian_Artillerist Artillery_(Howitzer) 0 133169152 0 0 8 0 0
  320 0 690 0 599 0 182 0 111 0 47 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 50 5 50 5 80 5 30
2586 131072 0 49 204800 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_partizan_ai Russian_Partisan Partisans 0 66060288 0 0 9 0 0
  391 0 392 0 655 0 656 0 617 0 476 0 477 0 478 0 479 0 480 0 617 0 452 0 111 0 16 0 128 0 129 0 130 0 127 0 132 0 131 0 73 0 133 0 134 0 72 0 79 0 80 0 135 0 136 0 137 0 138 0 20 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 40 5 80 5 80 60 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_opol_ai Russian_Militia Line_Militia 0 66060288 0 0 9 0 0
  371 0 655 0 656 0 617 0 111 0 16 0 126 0 126 0 72 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 50 5 130 5 120 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_infantry_ai Russian_Line_Infantry Line_Infantry 0 133169152 0 0 9 0 0
  354 0 645 0 646 0 452 0 111 0 43 0 98 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 50 5 130 5 120 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_grenadier_ai Russian_Grenadier Grenadiers 0 133169152 0 0 9 0 0
  383 0 645 0 646 0 449 0 111 0 43 0 98 0 700 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 50 5 130 5 120 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_foot_guard_ai Russian_Foot_Guard Foot_Guards 0 133169152 0 0 9 0 0
  374 0 645 0 646 0 471 0 111 0 43 0 98 0 700 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 70 5 170 5 130 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_infantry_rifle_ai Russian_Jaeger Jaegers 0 133169152 0 0 9 0 0
  379 0 657 0 467 0 26 0 111 0 69 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 30 5 90 5 150 5 30
2586 131072 0 48 135168 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_hussar_ai Russian_Hussar Hussars 0 133170176 0 0 9 0 0
  361 0 649 0 464 0 64 0 743 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 150 5 30 5 30 5 30
2586 131072 0 4 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_uhlan_ai Russian_Uhlan Uhlans 0 133170176 0 0 9 0 0
  395 0 661 0 483 0 125 0 63 0 742 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 50 5 130 5 40 5 30
2586 131072 0 4 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_cossack_ai Russian_Cossack Cossacks 0 133170176 0 0 9 0 0
  368 0 652 0 461 0 124 0 63 0 738 0 739 0 740 0 741 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 50 5 130 5 40 5 30
2586 131072 0 4 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_dragoon_ai Russian_Dragoon Dragoons 0 133170176 0 0 9 0 0
  389 0 659 0 660 0 450 0 18 0 111 0 65 0 744 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 100 5 30 5 100 5 30
2586 131072 0 3 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_horse_guard_ai Russian_Cavalry_Guard Cavalry_Guards 0 133170176 0 0 9 0 0
  363 0 651 0 453 0 66 0 745 0 702 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 120 5 30 5 30 5 30
2586 131072 0 4 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_arty_ai Russian_Artillerist Artillery_(Cannon) 0 133169152 0 0 9 0 0
  386 0 658 0 458 0 182 0 111 0 43 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 50 5 50 5 80 5 30
2586 131072 0 49 204800 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_arty_alt_ai Russian_Artillerist Artillery_(Howitzer) 0 133169152 0 0 9 0 0
  386 0 658 0 458 0 182 0 111 0 43 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 50 5 50 5 80 5 30
2586 131072 0 49 204800 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_infantry_ai Austrian_Line_Infantry Line_Infantry 0 133169152 0 0 10 0 0
  398 0 548 0 662 0 111 0 45 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 50 5 130 5 120 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_infantry2_ai Hungarian_Line_Infantry Line_Infantry 0 133169152 0 0 10 0 0
  403 0 548 0 663 0 111 0 45 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 50 5 130 5 120 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_grenzer_ai Austrian_Grenzer Grenzers 0 133169152 0 0 10 0 0
  414 0 545 0 663 0 45 0 45 0 45 0 45 0 26 0 26 0 20 0 111 0 91 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 50 5 130 5 120 5 30
2586 131072 0 48 135168 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_grenadier_ai Hungarian_Grenadier Grenadiers 0 133169152 0 0 10 0 0
  408 0 409 0 539 0 663 0 111 0 45 0 103 0 700 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 70 5 170 5 130 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_infantry_rifle_ai Austrian_Jaeger Jaegers 0 133169152 0 0 10 0 0
  419 0 540 0 665 0 26 0 111 0 90 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 30 5 90 5 150 5 30
2586 131072 0 48 135168 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_hussar_ai Austrian_Hussar Hussars 0 133170176 0 0 10 0 0
  439 0 551 0 667 0 707 0 83 0 747 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 150 5 30 5 30 5 30
2586 131072 0 4 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_uhlan_ai Austrian_Uhlan Uhlans 0 133170176 0 0 10 0 0
  431 0 535 0 668 0 707 0 123 0 83 0 746 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 50 5 130 5 40 5 30
2586 131072 0 4 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_light_horse_ai Austrian_Chevauleger Chevaulegers 0 133170176 0 0 10 0 0
  423 0 533 0 671 0 707 0 18 0 111 0 65 0 748 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 100 5 30 5 100 5 30
2586 131072 0 4 143360 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_dragoon_ai Austrian_Dragoon Dragoons 0 133170176 0 0 10 0 0
  427 0 533 0 671 0 707 0 18 0 111 0 65 0 749 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 100 5 30 5 100 5 30
2586 131072 0 3 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_cuirassier_ai Austrian_Cuirassier Cuirassiers 0 133170176 0 0 10 0 0
  443 0 533 0 671 0 702 0 82 0 750 0 702 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 120 5 30 5 30 5 30
2586 131072 0 4 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_arty_ai Austrian_Artillerist Artillery_(Cannon) 0 133169152 0 0 10 0 0
  435 0 529 0 670 0 182 0 111 0 45 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 50 5 50 5 80 5 30
2586 131072 0 49 204800 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_arty_alt_ai Austrian_Artillerist Artillery_(Howitzer) 0 133169152 0 0 10 0 0
  435 0 529 0 670 0 182 0 111 0 45 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 50 5 50 5 80 5 30
2586 131072 0 49 204800 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_infantry 33rd_Regiment_of_Foot Line_Infantry 0 133169152 0 0 6 0 0
  253 0 621 0 570 0 41 0 111 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 50 5 130 5 150 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_infantry_nco 33rd_Regiment_of_Foot Ensign 0 133169152 0 0 17 0 0
  254 0 659 0 570 0 707 0 162 0 163 0 85 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_infantry_officer 33rd_Regiment_of_Foot Officer 0 133169152 0 0 17 0 0
  255 0 659 0 570 0 707 0 87 0 6 0 112 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_infantry_drum 33rd_Regiment_of_Foot Drummer 0 133169152 0 0 17 0 0
  256 0 621 0 570 0 701 0 105 0 85 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_infantry_flute 33rd_Regiment_of_Foot Fifer 0 133169152 0 0 17 0 0
  257 0 621 0 570 0 106 0 85 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_infantry2 5th_Line_Battalion_King's_German_Legion Line_Infantry 0 133169152 0 0 6 0 0
  258 0 621 0 557 0 41 0 111 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 50 5 130 5 150 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_infantry2_nco Kings_German_Legion_5th_Battalion Ensign 0 133169152 0 0 17 0 0
  259 0 659 0 556 0 707 0 170 0 171 0 85 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_infantry2_officer Kings_German_Legion_5th_Battalion Officer 0 133169152 0 0 17 0 0
  260 0 659 0 556 0 707 0 87 0 6 0 112 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_infantry2_drum Kings_German_Legion_5th_Battalion Drummer 0 133169152 0 0 17 0 0
  261 0 621 0 557 0 701 0 105 0 85 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_infantry2_flute Kings_German_Legion_5th_Battalion Fifer 0 133169152 0 0 17 0 0
  262 0 621 0 557 0 106 0 85 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_highlander 42nd_Regiment_of_Foot_(Black_Watch) Line_Infantry 0 133169152 0 0 6 0 0
  263 0 672 0 673 0 564 0 41 0 111 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 50 500 130 5 150 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_highlander_nco 42nd_Highland_Regiment_of_Foot Ensign 0 133169152 0 0 17 0 0
  264 0 659 0 565 0 707 0 164 0 165 0 81 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_highlander_officer 42nd_Highland_Regiment_of_Foot Officer 0 133169152 0 0 17 0 0
  265 0 659 0 566 0 707 0 81 0 6 0 112 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_highlander_drum 42nd_Highland_Regiment_of_Foot Drummer 0 133169152 0 0 17 0 0
  266 0 674 0 567 0 701 0 105 0 85 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_highlander_pipes 42nd_Highland_Regiment_of_Foot Piper 0 133169152 0 0 17 0 0
  267 0 268 0 674 0 564 0 110 0 81 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_foot_guard Coldstream_Regiment_of_Foot_Guards Foot_Guard 0 133169152 0 0 6 0 0
  269 0 679 0 569 0 41 0 111 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 50 5 145 5 150 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_foot_guard_nco 2nd_Regiment_of_Foot_Guards_(Coldstream) Ensign 0 133169152 0 0 17 0 0
  270 0 659 0 568 0 707 0 166 0 167 0 85 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_foot_guard_officer 2nd_Regiment_of_Foot_Guards_(Coldstream) Officer 0 133169152 0 0 17 0 0
  271 0 659 0 568 0 707 0 6 0 112 0 87 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_foot_guard_drum 2nd_Regiment_of_Foot_Guards_(Coldstream) Drummer 0 133169152 0 0 17 0 0
  272 0 679 0 569 0 105 0 701 0 85 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_foot_guard_flute 2nd_Regiment_of_Foot_Guards_(Coldstream) Fifer 0 133169152 0 0 17 0 0
  273 0 679 0 569 0 106 0 85 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_light_infantry 51st_(2nd_Yorkshire_West_Riding)_Regiment_of_Foot Light_Infantry 0 133169152 0 0 6 0 0
  274 0 621 0 558 0 41 0 111 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 50 5 90 5 206 5 30
2586 131072 0 48 135168 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_light_infantry_nco 51st_Regiment_of_Foot Ensign 0 133169152 0 0 17 0 0
  275 0 659 0 559 0 707 0 168 0 169 0 85 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 135168 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_light_infantry_officer 51st_Regiment_of_Foot Officer 0 133169152 0 0 17 0 0
  276 0 659 0 559 0 707 0 83 0 6 0 112 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 135168 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_light_infantry_horn 51st_Regiment_of_Foot Hornist 0 133169152 0 0 17 0 0
  277 0 621 0 558 0 107 0 85 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 135168 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_rifle 95th_Regiment_of_Foot_(Rifles) Rifleman 0 133169152 0 0 6 0 0
  278 0 676 0 677 0 678 0 561 0 561 0 561 0 562 0 563 0 28 0 111 0 84 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 50 5 90 5 206 5 30
2586 131072 0 48 135168 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_rifle_nco 95th_Rifle_Regiment_of_Foot Sergeant 0 133169152 0 0 17 0 0
  279 0 676 0 677 0 678 0 561 0 561 0 561 0 562 0 563 0 707 0 28 0 111 0 84 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 50 5 90 5 206 5 30
2586 131072 0 48 135168 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_rifle_officer 95th_Rifle_Regiment_of_Foot Officer 0 133169152 0 0 17 0 0
  280 0 675 0 560 0 707 0 83 0 6 0 112 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 135168 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_rifle_horn 95th_Rifle_Regiment_of_Foot Hornist 0 133169152 0 0 17 0 0
  281 0 676 0 677 0 678 0 561 0 561 0 561 0 562 0 563 0 107 0 84 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 135168 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_hussar 1st_KGL_Hussars Hussar 0 133170176 0 0 6 0 0
  291 0 685 0 580 0 83 0 727 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 160 5 30 5 30 5 30
2586 131072 0 6 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_hussar_nco 1st_KGL_Hussars Sergeant 0 133170176 0 0 17 0 0
  292 0 686 0 581 0 172 0 83 0 727 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 160 5 30 5 30 5 30
2586 131072 0 6 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_hussar_officer 1st_KGL_Hussars Officer 0 133170176 0 0 17 0 0
  292 0 686 0 581 0 83 0 6 0 112 0 727 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 160 5 30 5 30 5 30
2586 131072 0 6 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_hussar_bugle 1st_KGL_Hussars Bugler 0 133170176 0 0 17 0 0
  293 0 685 0 582 0 83 0 109 0 727 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 160 5 30 5 30 5 30
2586 131072 0 6 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_light_dragoon 23rd_Light_Dragoons Light_Horse 0 133170176 0 0 6 0 0
  285 0 682 0 571 0 707 0 83 0 23 0 111 0 723 0 724 0 725 0 726 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 90 5 30 5 125 5 30
2586 131072 0 6 135168 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_light_dragoon_nco 23rd_Light_Dragoons Sergeant 0 133170176 0 0 17 0 0
  285 0 682 0 571 0 707 0 172 0 83 0 23 0 111 0 723 0 724 0 725 0 726 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 100 5 30 5 125 5 30
2586 131072 0 6 135168 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_light_dragoon_officer 23rd_Light_Dragoons Officer 0 133170176 0 0 17 0 0
  286 0 682 0 572 0 707 0 83 0 6 0 112 0 723 0 724 0 725 0 726 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 100 5 30 5 80 5 30
2586 131072 0 6 135168 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_light_dragoon_bugle 23rd_Light_Dragoons Bugler 0 133170176 0 0 17 0 0
  285 0 682 0 573 0 707 0 83 0 109 0 723 0 724 0 725 0 726 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 100 5 30 5 80 5 30
2586 131072 0 6 135168 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_dragoon 6th_(Inniskilling)_Dragoons Heavy_Cavalry 0 133170176 0 0 6 0 0
  287 0 684 0 574 0 705 0 82 0 728 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 150 5 30 5 30 5 30
2586 131072 0 6 339968 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_dragoon_nco 6th_(Inniskilling)_Dragoons Sergeant 0 133170176 0 0 17 0 0
  287 0 684 0 574 0 705 0 172 0 82 0 728 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 150 5 30 5 30 5 30
2586 131072 0 6 339968 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_dragoon_officer 6th_(Inniskilling)_Dragoons Officer 0 133170176 0 0 17 0 0
  288 0 684 0 575 0 707 0 82 0 6 0 112 0 728 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 150 5 30 5 30 5 30
2586 131072 0 6 339968 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_dragoon_bugle 6th_(Inniskilling)_Dragoons Bugler 0 133170176 0 0 17 0 0
  287 0 684 0 576 0 705 0 82 0 109 0 728 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 150 5 30 5 30 5 30
2586 131072 0 6 339968 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_horseguard Royal_Horse_Guards_Blue Heavy_Cavalry 0 133170176 0 0 6 0 0
  289 0 684 0 577 0 706 0 82 0 729 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 150 5 30 5 30 5 30
2586 131072 0 6 339968 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_horseguard_nco Royal_Horse_Guards_Blue Sergeant 0 133170176 0 0 17 0 0
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  12 10 15 15 20
 150 5 30 5 30 5 30
2586 131072 0 6 339968 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_horseguard_officer Royal_Horse_Guards_Blue Officer 0 133170176 0 0 17 0 0
  290 0 684 0 578 0 708 0 82 0 6 0 112 0 729 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 150 5 30 5 30 5 30
2586 131072 0 6 339968 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_horseguard_bugle Royal_Horse_Guards_Blue Bugler 0 133170176 0 0 17 0 0
  289 0 684 0 579 0 706 0 82 0 109 0 729 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 150 5 30 5 30 5 30
2586 131072 0 6 339968 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_arty Royal_Foot_Artillery Artillery 0 133169152 0 0 6 0 0
  282 0 621 0 554 0 182 0 181 0 86 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 70 5 30 5 30 5 30
2586 131072 0 49 204800 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_arty_nco Royal_Foot_Artillery Artillery_Train 0 133169152 0 0 17 0 0
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  15 15 15 15 20
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2586 131072 0 49 204800 0
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trp_british_arty_officer Royal_Foot_Artillery Officer 0 133169152 0 0 17 0 0
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  15 15 15 15 20
 80 5 30 5 30 5 30
2586 131072 0 49 204800 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_rocket 2nd_Rocket_Troop Rocket_Artillery 0 133169152 0 0 6 0 0
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  15 15 15 15 20
 70 5 30 5 30 5 30
2586 131072 0 48 204800 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_sapper Sapper Engineer 0 133169152 0 0 6 0 0
  296 0 680 0 569 0 186 0 188 0 189 0 78 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 70 5 30 5 30 5 30
2586 131072 0 48 204800 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_ship Ship_Crew Infantry 0 133169152 0 0 6 0 0
  688 0 585 0 586 0 86 0 84 0 72 0 79 0 138 0 138 0 138 0 138 0 139 0 139 0 140 0 137 0 111 0 20 0 112 0 6 0 6 0 6 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 130 80 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_ship_cannon Ship_Crew Naval_Artillery 0 133169152 0 0 17 0 0
  688 0 585 0 586 0 182 0 181 0 86 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 130 80 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_ship_marine Ship_Crew Marine,_1st_Battalion_-_Royal_Marines 0 133169152 0 0 17 0 0
  298 0 679 0 588 0 588 0 588 0 588 0 587 0 41 0 111 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 50 5 130 5 150 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_ship_captain Ship_Crew Post_Captain,_HMS_Neptune 0 133169152 0 0 17 0 0
  297 0 687 0 584 0 83 0 6 0 112 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 135168 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_wellington Arthur_Wellesley,_Duke_of_Wellington Commander 0 133170176 0 0 6 0 0
  294 0 681 0 583 0 707 0 729 0 59 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 130 5 30 5 30 5 30
2586 131072 0 6 339968 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_infantry 45e_Regiment_d'Infanterie_de_ligne Line_Infantry 0 133169152 0 0 7 0 0
  197 0 621 0 497 0 111 0 37 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 50 5 130 5 150 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_infantry_nco 45e_Regiment_d'Infanterie_de_ligne Eagle_Bearer 0 133169152 0 0 18 0 0
  196 0 637 0 515 0 141 0 60 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_infantry_officer 45e_Regiment_d'Infanterie_de_ligne Officer 0 133169152 0 0 18 0 0
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  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_infantry_drum 45e_Regiment_d'Infanterie_de_ligne Drummer 0 133169152 0 0 18 0 0
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  15 15 15 15 20
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2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_infantry_flute 45e_Regiment_d'Infanterie_de_ligne Fifer 0 133169152 0 0 18 0 0
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  15 15 15 15 20
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2586 131072 0 48 208896 0
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trp_french_infantry2 84e_Regiment_d'Infanterie_de_ligne Line_Infantry 0 133169152 0 0 7 0 0
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  15 15 15 15 20
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2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_infantry2_nco 84e_Regiment_d'Infanterie_de_ligne Eagle_Bearer 0 133169152 0 0 18 0 0
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  15 15 15 15 20
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2586 131072 0 48 208896 0
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trp_french_infantry2_officer 84e_Regiment_d'Infanterie_de_ligne Officer 0 133169152 0 0 18 0 0
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  15 15 15 15 20
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2586 131072 0 48 208896 0
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trp_french_infantry2_drum 84e_Regiment_d'Infanterie_de_ligne Drummer 0 133169152 0 0 18 0 0
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  15 15 15 15 20
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2586 131072 0 48 208896 0
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trp_french_infantry2_flute 84e_Regiment_d'Infanterie_de_ligne Fifer 0 133169152 0 0 18 0 0
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2586 131072 0 48 208896 0
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trp_french_infantry_vistula Legion_de_la_Vistule Line_Infantry 0 133169152 0 0 7 0 0
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2586 131072 0 48 208896 0
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trp_french_infantry_vistula_colours Legion_de_la_Vistule Eagle_Bearer 0 133169152 0 0 18 0 0
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  15 15 15 15 20
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2586 131072 0 48 208896 0
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trp_french_infantry_vistula_officer Legion_de_la_Vistule Officer 0 133169152 0 0 18 0 0
  215 0 636 0 500 0 56 0 112 0 2 0 3 0 700 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_infantry_vistula_drum Legion_de_la_Vistule Drummer 0 133169152 0 0 18 0 0
  241 0 625 0 499 0 701 0 105 0 60 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_infantry_vistula_flute Legion_de_la_Vistule Fifer 0 133169152 0 0 18 0 0
  242 0 625 0 499 0 106 0 60 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_infantry_bavarian 7_Linen-Infanterie-Regiment_Lowenstein_Bayern Line_Infantry 0 133169152 0 0 7 0 0
  248 0 643 0 526 0 111 0 43 0 60 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 50 5 130 5 150 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_infantry_bavarian_nco 2._Linien-Infanterie-Regiment_Kronprinz,_Bayern. Colour_Bearer 0 133169152 0 0 18 0 0
  249 0 643 0 527 0 152 0 153 0 60 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_infantry_bavarian_officer 2._Linien-Infanterie-Regiment_Kronprinz,_Bayern. Officer 0 133169152 0 0 18 0 0
  250 0 644 0 528 0 56 0 112 0 2 0 3 0 700 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_infantry_bavarian_drum 2._Linien-Infanterie-Regiment_Kronprinz,_Bayern. Drummer 0 133169152 0 0 18 0 0
  251 0 643 0 526 0 701 0 105 0 60 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_infantry_bavarian_flute 2._Linien-Infanterie-Regiment_Kronprinz,_Bayern. Fifer 0 133169152 0 0 18 0 0
  252 0 643 0 526 0 106 0 60 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_old_guard 1er_Regiment_de_Grenadiers_de_la_Garde_Imperiale Foot_Guard 0 133169152 0 0 7 0 0
  208 0 633 0 513 0 111 0 39 0 51 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 50 5 145 5 150 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_old_guard_nco 1er_Regiment_de_Grenadiers_de_la_Garde_Imperiale Eagle_Bearer 0 133169152 0 0 18 0 0
  207 0 637 0 512 0 144 0 51 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_old_guard_officer 1er_Regiment_de_Grenadiers_de_la_Garde_Imperiale Officer 0 133169152 0 0 18 0 0
  209 0 637 0 511 0 54 0 112 0 2 0 3 0 700 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_old_guard_drum 1er_Regiment_de_Grenadiers_de_la_Garde_Imperiale Drummer 0 133169152 0 0 18 0 0
  230 0 633 0 513 0 701 0 105 0 51 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_old_guard_flute 1er_Regiment_de_Grenadiers_de_la_Garde_Imperiale Fifer 0 133169152 0 0 18 0 0
  231 0 633 0 513 0 106 0 51 0 700 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_voltigeur 15eme_Regiment_d'Infanterie_Legere Light_Infantry 0 133169152 0 0 7 0 0
  193 0 621 0 620 0 505 0 111 0 37 0 13 0 60 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 50 5 90 5 206 5 30
2586 131072 0 48 135168 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_voltigeur_colours 15eme_Regiment_d'Infanterie_Legere Eagle_Bearer 0 133169152 0 0 18 0 0
  194 0 621 0 620 0 505 0 145 0 60 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 135168 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_voltigeur_officer 15eme_Regiment_d'Infanterie_Legere Officer 0 133169152 0 0 18 0 0
  192 0 621 0 504 0 58 0 112 0 2 0 3 0 700 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 135168 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_voltigeur_horn 15eme_Regiment_d'Infanterie_Legere Hornist 0 133169152 0 0 18 0 0
  232 0 621 0 620 0 505 0 107 0 60 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 135168 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_hussar 2e_Regiment_de_Hussards Hussar 0 133170176 0 0 7 0 0
  225 0 628 0 495 0 61 0 709 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 160 5 30 5 30 5 30
2586 131072 0 6 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_hussar_nco 2e_Regiment_de_Hussards Eagle_Bearer 0 133170176 0 0 18 0 0
  226 0 628 0 494 0 146 0 61 0 709 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 160 5 30 5 30 5 30
2586 131072 0 6 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_hussar_officer 2e_Regiment_de_Hussards Officer 0 133170176 0 0 18 0 0
  227 0 629 0 516 0 112 0 4 0 57 0 709 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 160 5 30 5 30 5 30
2586 131072 0 6 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_hussar_trumpet 2e_Regiment_de_Hussards Trumpeter 0 133170176 0 0 18 0 0
  228 0 630 0 496 0 108 0 61 0 710 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 160 5 30 5 30 5 30
2586 131072 0 6 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_lancer Regiment_de_Chevau-Legers_Lanciers_de_la_Garde Lancer 0 133170176 0 0 7 0 0
  216 0 626 0 507 0 703 0 121 0 52 0 711 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 50 5 130 5 40 5 30
2586 131072 0 6 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_lancer_nco Regiment_de_Chevau-Legers_Lanciers_de_la_Garde Eagle_Bearer 0 133170176 0 0 18 0 0
  217 0 626 0 507 0 703 0 151 0 52 0 711 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 150 5 30 5 30 5 30
2586 131072 0 6 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_lancer_officer Regiment_de_Chevau-Legers_Lanciers_de_la_Garde Officer 0 133170176 0 0 18 0 0
  218 0 627 0 506 0 703 0 112 0 1 0 57 0 711 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 150 5 30 5 30 5 30
2586 131072 0 6 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_lancer_trumpet Regiment_de_Chevau-Legers_Lanciers_de_la_Garde Trumpeter 0 133170176 0 0 18 0 0
  240 0 627 0 508 0 703 0 108 0 52 0 712 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 150 5 30 5 30 5 30
2586 131072 0 6 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_dragoon Regiment_de_Dragons_de_l'Imperatrice Dragoon 0 133170176 0 0 7 0 0
  201 0 622 0 485 0 703 0 7 0 10 0 13 0 111 0 53 0 713 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 120 5 30 5 125 5 30
2586 131072 0 5 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_dragoon_nco Regiment_de_Dragons_de_l'Imperatrice Eagle_Bearer 0 133170176 0 0 18 0 0
  243 0 622 0 485 0 703 0 150 0 53 0 713 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 120 5 30 5 125 5 30
2586 131072 0 5 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_dragoon_officer Regiment_de_Dragons_de_l'Imperatrice Officer 0 133170176 0 0 18 0 0
  202 0 622 0 486 0 703 0 112 0 1 0 55 0 713 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 120 5 30 5 80 5 30
2586 131072 0 5 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_dragoon_trumpet Regiment_de_Dragons_de_l'Imperatrice Trumpeter 0 133170176 0 0 18 0 0
  239 0 622 0 487 0 703 0 108 0 53 0 714 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 120 5 30 5 80 5 30
2586 131072 0 5 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_cuirassier 9eme_Regiment_de_Cuirassiers Cuirassier 0 133170176 0 0 7 0 0
  219 0 651 0 488 0 703 0 59 0 715 0 651 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 140 5 30 5 30 5 30
2586 131072 0 6 339968 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_cuirassier_nco Cuirassiers Eagle_Bearer 0 133170176 0 0 18 0 0
  220 0 651 0 488 0 703 0 148 0 59 0 715 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 140 5 30 5 30 5 30
2586 131072 0 6 339968 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_cuirassier_officer Cuirassiers Officer 0 133170176 0 0 18 0 0
  221 0 651 0 489 0 703 0 1 0 112 0 55 0 716 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 140 5 30 5 30 5 30
2586 131072 0 6 339968 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_cuirassier_trumpet Cuirassiers Trumpeter 0 133170176 0 0 18 0 0
  238 0 651 0 490 0 703 0 108 0 59 0 717 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 140 5 30 5 30 5 30
2586 131072 0 6 339968 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_carabineer 1er_Regiment_de_Carabiniers Carabinier 0 133170176 0 0 7 0 0
  222 0 651 0 491 0 703 0 50 0 718 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 140 5 30 5 30 5 30
2586 131072 0 6 339968 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_carabineer_nco Carabineers Eagle_Bearer 0 133170176 0 0 18 0 0
  223 0 651 0 491 0 703 0 147 0 50 0 718 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 140 5 30 5 30 5 30
2586 131072 0 6 339968 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_carabineer_officer Carabineers Officer 0 133170176 0 0 18 0 0
  224 0 651 0 492 0 703 0 1 0 112 0 55 0 719 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 140 5 30 5 30 5 30
2586 131072 0 6 339968 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_carabineer_trumpet Carabineers Trumpeter 0 133170176 0 0 18 0 0
  238 0 651 0 493 0 703 0 108 0 50 0 720 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 140 5 30 5 30 5 30
2586 131072 0 6 339968 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_grenadier_a_cheval Regiment_de_Grenadiers_a_Cheval_de_la_Garde Heavy_Cavalry 0 133170176 0 0 7 0 0
  205 0 624 0 519 0 703 0 53 0 721 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 150 5 30 5 30 5 30
2586 131072 0 6 339968 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_grenadier_a_cheval_nco Regiment_de_Grenadiers_a_Cheval_de_la_Garde Eagle_Bearer 0 133170176 0 0 18 0 0
  204 0 624 0 521 0 703 0 149 0 53 0 721 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 150 5 30 5 30 5 30
2586 131072 0 6 339968 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_grenadier_a_cheval_officer Regiment_de_Grenadiers_a_Cheval_de_la_Garde Officer 0 133170176 0 0 18 0 0
  206 0 624 0 520 0 703 0 1 0 112 0 55 0 721 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 150 5 30 5 30 5 30
2586 131072 0 6 339968 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_grenadier_a_cheval_trumpet Regiment_de_Grenadiers_a_Cheval_de_la_Garde Trumpeter 0 133170176 0 0 18 0 0
  245 0 624 0 521 0 703 0 108 0 53 0 722 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 150 5 30 5 30 5 30
2586 131072 0 6 339968 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_arty L'Artillerie Artillery 0 133169152 0 0 7 0 0
  210 0 211 0 632 0 510 0 182 0 181 0 60 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 70 5 30 5 30 5 30
2586 131072 0 49 204800 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_arty_nco L'Artillerie Artillery_Train 0 133169152 0 0 18 0 0
  244 0 635 0 517 0 181 0 60 0 756 0 761 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 30 5 30 5 30
2586 131072 0 49 204800 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_arty_officer L'Artillerie Officer 0 133169152 0 0 18 0 0
  212 0 634 0 509 0 704 0 49 0 181 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 30 5 30 5 30
2586 131072 0 49 204800 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_sapper Sappeur Engineer 0 133169152 0 0 7 0 0
  229 0 631 0 514 0 703 0 62 0 186 0 188 0 189 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 70 5 30 5 30 5 30
2586 131072 0 48 204800 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_ship Ship_Crew Infantry 0 133169152 0 0 7 0 0
  641 0 524 0 524 0 525 0 60 0 62 0 72 0 79 0 138 0 138 0 138 0 138 0 139 0 140 0 140 0 137 0 111 0 20 0 112 0 3 0 3 0 3 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 130 80 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_ship_cannon Ship_Crew L'Artillerie_Navale 0 133169152 0 0 18 0 0
  641 0 524 0 524 0 525 0 182 0 181 0 60 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 130 80 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_ship_marine Ship_Crew Marine,_24e_Bataillon_des_Equipages 0 133169152 0 0 18 0 0
  247 0 640 0 523 0 37 0 111 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 50 5 130 5 150 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_ship_captain Ship_Crew Capitaine_de_Vaisseau,_Intrepide 0 133169152 0 0 18 0 0
  246 0 639 0 522 0 56 0 2 0 3 0 112 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 135168 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_napoleon L'Empereur_Napoleon_Bonaparte Commander 0 133170176 0 0 7 0 0
  203 0 623 0 518 0 59 0 719 0 700 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 130 5 30 5 30 5 30
2586 131072 0 6 339968 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_infantry 8._Brandenburgische_Infanterie-Regiment Line_Infantry 0 133169152 0 0 8 0 0
  301 0 690 0 592 0 593 0 92 0 47 0 111 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 50 5 130 5 150 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_infantry_nco 8._Infanterie_Regiment Colour_Bearer 0 133169152 0 0 19 0 0
  302 0 690 0 611 0 612 0 92 0 173 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_infantry_officer 8._Infanterie_Regiment Officer 0 133169152 0 0 19 0 0
  303 0 659 0 594 0 70 0 5 0 112 0 700 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_infantry_drum 8._Infanterie_Regiment Drummer 0 133169152 0 0 19 0 0
  304 0 690 0 592 0 612 0 92 0 701 0 105 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_infantry_flute 8._Infanterie_Regiment Fifer 0 133169152 0 0 19 0 0
  305 0 690 0 592 0 612 0 92 0 106 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_infantry2 23._Rheinische_Infanterie-Regiment Line_Infantry 0 133169152 0 0 8 0 0
  328 0 690 0 592 0 593 0 616 0 92 0 47 0 111 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 50 5 130 5 150 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_infantry2_nco 23._Rheinische_Infanterie-Regiment Colour_Bearer 0 133169152 0 0 19 0 0
  329 0 690 0 593 0 174 0 616 0 92 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_infantry2_officer 23._Rheinische_Infanterie-Regiment Officer 0 133169152 0 0 19 0 0
  330 0 659 0 606 0 70 0 5 0 112 0 700 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_infantry2_drum 23._Rheinische_Infanterie-Regiment Drummer 0 133169152 0 0 19 0 0
  331 0 690 0 593 0 616 0 92 0 701 0 105 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_infantry2_flute 23._Rheinische_Infanterie-Regiment Fifer 0 133169152 0 0 19 0 0
  332 0 690 0 593 0 616 0 92 0 106 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_infantry_kurmark 3._Kurmarkische_Landwehr-Regiment Line_Infantry 0 133169152 0 0 8 0 0
  333 0 334 0 692 0 589 0 590 0 591 0 94 0 95 0 47 0 111 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 50 5 130 5 150 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_infantry_kurmark_nco 3._Kurmark_Landwehr Colour_Bearer 0 133169152 0 0 19 0 0
  335 0 692 0 589 0 590 0 591 0 176 0 94 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_infantry_kurmark_officer 3._Kurmark_Landwehr Officer 0 133169152 0 0 19 0 0
  336 0 692 0 589 0 590 0 591 0 63 0 5 0 112 0 700 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_infantry_kurmark_drum 3._Kurmark_Landwehr Drummer 0 133169152 0 0 19 0 0
  337 0 692 0 589 0 590 0 591 0 105 0 701 0 94 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_infantry_kurmark_flute 3._Kurmark_Landwehr Fifer 0 133169152 0 0 19 0 0
  338 0 692 0 589 0 590 0 591 0 106 0 94 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_infantry_freikorps Lutzowsches_Freikorps Line_Infantry 0 133169152 0 0 8 0 0
  348 0 699 0 593 0 93 0 47 0 111 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 50 5 130 5 150 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_infantry_freikorps_nco Lutzowsches_Freikorps Colour_Bearer 0 133169152 0 0 19 0 0
  349 0 699 0 593 0 176 0 93 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_infantry_freikorps_officer Lutzowsches_Freikorps Officer 0 133169152 0 0 19 0 0
  350 0 699 0 615 0 63 0 5 0 112 0 700 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_infantry_freikorps_drum Lutzowsches_Freikorps Drummer 0 133169152 0 0 19 0 0
  351 0 699 0 593 0 105 0 701 0 93 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_infantry_freikorps_flute Lutzowsches_Freikorps Fifer 0 133169152 0 0 19 0 0
  352 0 699 0 593 0 106 0 93 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_infantry_15 1._Garde-Regiment_zu_Fuss Foot_Guard 0 133169152 0 0 8 0 0
  315 0 670 0 605 0 92 0 47 0 111 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 50 5 145 5 150 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_infantry_15_nco 1._Garde-Regiment_zu_Fuss Colour_Bearer 0 133169152 0 0 19 0 0
  316 0 670 0 603 0 175 0 92 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_infantry_15_officer 1._Garde-Regiment_zu_Fuss Officer 0 133169152 0 0 19 0 0
  317 0 670 0 604 0 70 0 5 0 112 0 700 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_infantry_15_drum 1._Garde-Regiment_zu_Fuss Drummer 0 133169152 0 0 19 0 0
  318 0 670 0 602 0 92 0 105 0 701 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_infantry_15_flute 1._Garde-Regiment_zu_Fuss Fifer 0 133169152 0 0 19 0 0
  319 0 670 0 602 0 92 0 106 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_infantry_rifle Schlesische_Schutzen Rifleman 0 133169152 0 0 8 0 0
  310 0 311 0 691 0 593 0 69 0 26 0 111 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 50 5 90 5 206 5 30
2586 131072 0 48 135168 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_infantry_rifle_nco Schlesische_Jaeger Sergeant 0 133169152 0 0 19 0 0
  312 0 691 0 593 0 69 0 26 0 111 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 50 5 90 5 206 5 30
2586 131072 0 48 135168 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_infantry_rifle_officer Schlesische_Jaeger Officer 0 133169152 0 0 19 0 0
  313 0 670 0 607 0 700 0 70 0 5 0 112 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 135168 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_infantry_rifle_horn Schlesische_Jaeger Hornist 0 133169152 0 0 19 0 0
  314 0 691 0 593 0 69 0 107 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 135168 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_dragoon 6._Neumarkische_Dragoner Dragoon 0 133170176 0 0 8 0 0
  306 0 695 0 696 0 601 0 83 0 16 0 111 0 734 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 120 5 30 5 125 5 30
2586 131072 0 5 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_dragoon_nco 6._Dragoner_Regiment Sergeant 0 133170176 0 0 19 0 0
  307 0 695 0 696 0 601 0 177 0 83 0 16 0 111 0 734 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 120 5 30 5 125 5 30
2586 131072 0 5 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_dragoon_officer 6._Dragoner_Regiment Officer 0 133170176 0 0 19 0 0
  308 0 695 0 696 0 600 0 83 0 5 0 112 0 734 0 700 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 120 5 30 5 80 5 30
2586 131072 0 5 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_dragoon_trumpet 6._Dragoner_Regiment Trumpeter 0 133170176 0 0 19 0 0
  309 0 695 0 696 0 601 0 83 0 108 0 735 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 120 5 30 5 80 5 30
2586 131072 0 5 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_hussar 1._Leib-Husaren-Regiment_(Totenkopfhusaren) Hussar 0 133170176 0 0 8 0 0
  323 0 697 0 595 0 83 0 732 0 733 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 160 5 30 5 30 5 30
2586 131072 0 6 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_hussar_nco Death's_Head_Hussar_Regiment Sergeant 0 133170176 0 0 19 0 0
  324 0 697 0 595 0 177 0 83 0 732 0 733 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 160 5 30 5 30 5 30
2586 131072 0 6 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_hussar_officer Death's_Head_Hussar_Regiment Officer 0 133170176 0 0 19 0 0
  325 0 326 0 698 0 596 0 700 0 5 0 83 0 112 0 732 0 733 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 160 5 30 5 30 5 30
2586 131072 0 6 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_hussar_trumpet Death's_Head_Hussar_Regiment Trumpeter 0 133170176 0 0 19 0 0
  327 0 697 0 595 0 108 0 83 0 732 0 733 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 160 5 30 5 30 5 30
2586 131072 0 6 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_landwehr_cav Westfalische_Landwehrkavallerie Lancer 0 133170176 0 0 8 0 0
  339 0 693 0 608 0 122 0 83 0 730 0 731 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 50 5 130 5 40 5 30
2586 131072 0 6 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_landwehr_cav_nco Westfalische_Landwehrkavallerie Sergeant 0 133170176 0 0 19 0 0
  340 0 693 0 608 0 177 0 83 0 730 0 731 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 150 5 30 5 30 5 30
2586 131072 0 6 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_landwehr_cav_officer Westfalische_Landwehrkavallerie Officer 0 133170176 0 0 19 0 0
  341 0 659 0 609 0 83 0 5 0 112 0 730 0 731 0 700 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 150 5 30 5 30 5 30
2586 131072 0 6 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_landwehr_cav_trumpet Westfalische_Landwehrkavallerie Trumpeter 0 133170176 0 0 19 0 0
  342 0 693 0 608 0 108 0 83 0 730 0 731 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 150 5 30 5 30 5 30
2586 131072 0 6 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_cuirassier 3._Brandenburgische_Kurassier_Regiment Heavy_Cavalry 0 133170176 0 0 8 0 0
  344 0 695 0 696 0 613 0 53 0 736 0 737 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 150 5 30 5 30 5 30
2586 131072 0 6 339968 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_cuirassier_nco 3._Brandenburgische_Kurassier_Regiment Sergeant 0 133170176 0 0 19 0 0
  345 0 695 0 696 0 613 0 53 0 736 0 737 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 150 5 30 5 30 5 30
2586 131072 0 6 339968 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_cuirassier_officer 3._Brandenburgische_Kurassier_Regiment Officer 0 133170176 0 0 19 0 0
  346 0 695 0 696 0 613 0 703 0 1 0 112 0 55 0 736 0 737 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 150 5 30 5 30 5 30
2586 131072 0 6 339968 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_cuirassier_trumpet 3._Brandenburgische_Kurassier_Regiment Trumpeter 0 133170176 0 0 19 0 0
  347 0 695 0 696 0 614 0 108 0 53 0 736 0 737 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 150 5 30 5 30 5 30
2586 131072 0 6 339968 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_arty 36._Regiment_der_Fussartillerie Artillery 0 133169152 0 0 8 0 0
  320 0 690 0 599 0 182 0 181 0 93 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 70 5 30 5 30 5 30
2586 131072 0 49 204800 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_arty_nco 36._Regiment_der_Fussartillerie Artillery_Train 0 133169152 0 0 19 0 0
  321 0 695 0 599 0 181 0 760 0 765 0 93 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 30 5 30 5 30
2586 131072 0 49 204800 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_arty_officer 36._Regiment_der_Fussartillerie Officer 0 133169152 0 0 19 0 0
  322 0 659 0 598 0 70 0 181 0 700 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 30 5 30 5 30
2586 131072 0 49 204800 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_sapper 4._Mansfelder_Pionierskorps Engineer 0 133169152 0 0 8 0 0
  353 0 679 0 610 0 93 0 186 0 188 0 189 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 70 5 30 5 30 5 30
2586 131072 0 48 204800 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_blucher Generalfeldmarschall_Gebhard_von_Blucher Commander 0 133170176 0 0 8 0 0
  343 0 694 0 597 0 66 0 736 0 700 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 130 5 30 5 30 5 30
2586 131072 0 6 339968 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_partizan Partizani Partisan_Irregulars 0 133169152 0 0 9 0 0
  391 0 392 0 655 0 656 0 617 0 476 0 477 0 478 0 479 0 480 0 617 0 452 0 111 0 16 0 128 0 129 0 130 0 127 0 132 0 131 0 73 0 133 0 134 0 72 0 79 0 80 0 135 0 136 0 137 0 138 0 20 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 130 80 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_opol Sankt-Peterburzhskoye_Opolcheniye Line_Militia 0 133169152 0 0 9 0 0
  371 0 655 0 656 0 617 0 111 0 16 0 126 0 72 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 50 5 130 5 150 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_opol_nco St_Petersburg_Opolcheniye Colour_Bearer 0 133169152 0 0 20 0 0
  370 0 654 0 618 0 154 0 67 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_opol_officer St_Petersburg_Opolcheniye Officer 0 133169152 0 0 20 0 0
  370 0 654 0 618 0 70 0 112 0 5 0 700 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_infantry Simbirskiy_Pehotniy_Polk Line_Infantry 0 133169152 0 0 9 0 0
  354 0 645 0 646 0 452 0 111 0 43 0 67 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 50 5 130 5 150 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_infantry_nco Simbirsk_Infantry_Regiment Colour_Bearer 0 133169152 0 0 20 0 0
  355 0 645 0 646 0 474 0 159 0 160 0 67 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_infantry_officer Simbirsk_Infantry_Regiment Officer 0 133169152 0 0 20 0 0
  356 0 645 0 646 0 473 0 70 0 112 0 5 0 700 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_infantry_drum Simbirsk_Infantry_Regiment Drummer 0 133169152 0 0 20 0 0
  357 0 645 0 646 0 452 0 701 0 105 0 67 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_infantry_flute Simbirsk_Infantry_Regiment Fifer 0 133169152 0 0 20 0 0
  358 0 645 0 646 0 452 0 106 0 67 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_grenadier Pavlovskiy_Grenaderskiy_Polk Line_Infantry 0 133169152 0 0 9 0 0
  383 0 645 0 646 0 449 0 111 0 43 0 67 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 50 5 130 5 150 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_grenadier_nco Pavlovskiy_Grenadier_Regiment Colour_Bearer 0 133169152 0 0 20 0 0
  382 0 645 0 646 0 449 0 155 0 156 0 67 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_grenadier_officer Pavlovskiy_Grenadier_Regiment Officer 0 133169152 0 0 20 0 0
  381 0 645 0 646 0 449 0 70 0 112 0 5 0 700 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_grenadier_drum Pavlovskiy_Grenadier_Regiment Drummer 0 133169152 0 0 20 0 0
  357 0 645 0 646 0 449 0 701 0 105 0 67 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_grenadier_flute Pavlovskiy_Grenadier_Regiment Fifer 0 133169152 0 0 20 0 0
  358 0 645 0 646 0 449 0 106 0 67 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_foot_guard Leib-Gvardii_Preobrazhenskiy_Polk Foot_Guard 0 133169152 0 0 9 0 0
  374 0 645 0 646 0 471 0 111 0 43 0 67 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 50 5 145 5 150 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_foot_guard_nco Preobrazhenskiy_Guard_Regiment Colour_Bearer 0 133169152 0 0 20 0 0
  373 0 645 0 646 0 470 0 157 0 158 0 67 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_foot_guard_officer Preobrazhenskiy_Guard_Regiment Officer 0 133169152 0 0 20 0 0
  372 0 645 0 646 0 469 0 76 0 112 0 5 0 700 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_foot_guard_drum Preobrazhenskiy_Guard_Regiment Drummer 0 133169152 0 0 20 0 0
  375 0 645 0 646 0 472 0 701 0 105 0 67 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_foot_guard_flute Preobrazhenskiy_Guard_Regiment Fifer 0 133169152 0 0 20 0 0
  376 0 645 0 646 0 472 0 106 0 67 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_infantry_rifle 21-y_Yegerskiy_Polk Rifleman 0 133169152 0 0 9 0 0
  379 0 657 0 467 0 26 0 16 0 111 0 69 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 50 5 90 5 206 5 30
2586 131072 0 48 135168 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_infantry_rifle_nco 21st_Jaeger_Regiment Sergeant 0 133169152 0 0 20 0 0
  378 0 657 0 466 0 26 0 16 0 111 0 69 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 50 5 90 5 206 5 30
2586 131072 0 48 135168 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_infantry_rifle_officer 21st_Jaeger_Regiment Officer 0 133169152 0 0 20 0 0
  377 0 657 0 473 0 5 0 112 0 71 0 700 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 135168 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_infantry_rifle_horn 21st_Jaeger_Regiment Hornist 0 133169152 0 0 20 0 0
  380 0 657 0 467 0 107 0 93 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 135168 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_hussar Sumskoy_Gusarskiy_Polk Hussar 0 133170176 0 0 9 0 0
  361 0 649 0 464 0 64 0 743 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 160 5 30 5 30 5 30
2586 131072 0 6 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_hussar_nco Sumskiy_Hussar_Regiment Colour_Bearer 0 133170176 0 0 20 0 0
  360 0 647 0 648 0 463 0 161 0 64 0 743 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 160 5 30 5 30 5 30
2586 131072 0 6 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_hussar_officer Sumskiy_Hussar_Regiment Officer 0 133170176 0 0 20 0 0
  359 0 650 0 462 0 112 0 5 0 64 0 743 0 700 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 160 5 30 5 30 5 30
2586 131072 0 6 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_hussar_trumpet Sumskiy_Hussar_Regiment Trumpeter 0 133170176 0 0 20 0 0
  362 0 647 0 648 0 465 0 108 0 64 0 743 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 160 5 30 5 30 5 30
2586 131072 0 6 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_uhlan Litovskiy_Ulanskiy_Polk Lancer 0 133170176 0 0 9 0 0
  395 0 661 0 483 0 125 0 64 0 742 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 50 5 130 5 40 5 30
2586 131072 0 6 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_uhlan_nco Lithuanian_Uhlans Colour_Bearer 0 133170176 0 0 20 0 0
  394 0 661 0 482 0 161 0 64 0 742 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 150 5 30 5 30 5 30
2586 131072 0 6 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_uhlan_officer Lithuanian_Uhlans Officer 0 133170176 0 0 20 0 0
  393 0 661 0 481 0 112 0 5 0 64 0 742 0 700 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 150 5 30 5 30 5 30
2586 131072 0 6 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_uhlan_trumpet Lithuanian_Uhlans Trumpeter 0 133170176 0 0 20 0 0
  396 0 661 0 484 0 108 0 64 0 742 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 150 5 30 5 30 5 30
2586 131072 0 6 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_cossack Donskoy_Kazachiy_Polk Lancer 0 133170176 0 0 9 0 0
  368 0 652 0 461 0 124 0 63 0 75 0 738 0 739 0 740 0 741 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 90 5 130 5 40 5 30
2586 131072 0 6 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_cossack_nco Don_Cossacks Sergeant 0 133170176 0 0 20 0 0
  368 0 652 0 460 0 63 0 738 0 739 0 740 0 741 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 150 5 30 5 30 5 30
2586 131072 0 6 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_cossack_officer Don_Cossacks Officer 0 133170176 0 0 20 0 0
  367 0 652 0 459 0 112 0 5 0 63 0 738 0 739 0 740 0 741 0 700 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 150 5 30 5 30 5 30
2586 131072 0 6 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_dragoon Kievskiy_Dragunskiy_Polk Dragoon 0 133170176 0 0 9 0 0
  389 0 659 0 660 0 450 0 16 0 19 0 111 0 65 0 744 0 700 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 120 5 30 5 125 5 30
2586 131072 0 5 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_dragoon_nco Kiev_Dragoon_Regiment Colour_Bearer 0 133170176 0 0 20 0 0
  388 0 659 0 660 0 450 0 161 0 65 0 744 0 700 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 120 5 30 5 125 5 30
2586 131072 0 5 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_dragoon_officer Kiev_Dragoon_Regiment Officer 0 133170176 0 0 20 0 0
  387 0 659 0 660 0 450 0 112 0 5 0 65 0 744 0 700 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 120 5 30 5 80 5 30
2586 131072 0 5 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_dragoon_trumpet Kiev_Dragoon_Regiment Trumpeter 0 133170176 0 0 20 0 0
  390 0 659 0 660 0 451 0 108 0 65 0 744 0 700 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 120 5 30 5 80 5 30
2586 131072 0 5 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_horse_guard Kavalergardskiy_Polk Cuirassier 0 133170176 0 0 9 0 0
  363 0 651 0 453 0 66 0 745 0 702 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 140 5 30 5 30 5 30
2586 131072 0 6 339968 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_horse_guard_nco Chevaliers-Gardes Colour_Bearer 0 133170176 0 0 20 0 0
  364 0 651 0 453 0 161 0 66 0 745 0 702 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 140 5 30 5 30 5 30
2586 131072 0 6 339968 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_horse_guard_officer Chevaliers-Gardes Officer 0 133170176 0 0 20 0 0
  365 0 651 0 454 0 112 0 5 0 66 0 745 0 702 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 140 5 30 5 30 5 30
2586 131072 0 6 339968 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_horse_guard_trumpet Chevaliers-Gardes Trumpeter 0 133170176 0 0 20 0 0
  366 0 659 0 660 0 455 0 108 0 66 0 745 0 700 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 140 5 30 5 30 5 30
2586 131072 0 6 339968 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_arty 8-ya_Batarejnaya_Rota Artillery 0 133169152 0 0 9 0 0
  386 0 658 0 458 0 182 0 181 0 67 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 70 5 30 5 30 5 30
2586 131072 0 49 204800 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_arty_nco Artillery Artillery_Train 0 133169152 0 0 20 0 0
  385 0 660 0 457 0 181 0 67 0 758 0 763 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 30 5 30 5 30
2586 131072 0 49 204800 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_arty_officer Artillery Officer 0 133169152 0 0 20 0 0
  384 0 658 0 456 0 70 0 181 0 700 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 30 5 30 5 30
2586 131072 0 49 204800 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_sapper Saper Engineer 0 133169152 0 0 9 0 0
  397 0 665 0 475 0 77 0 187 0 188 0 189 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 70 5 30 5 30 5 30
2586 131072 0 48 204800 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_kutuzov Feldmarshal_Mikhail_Kutuzov Commander 0 133170176 0 0 9 0 0
  369 0 653 0 468 0 66 0 745 0 700 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 130 5 30 5 30 5 30
2586 131072 0 6 339968 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_infantry Infantrie_Regiment_Erzherzog_Rudolf_Nr._14 Line_Infantry 0 133169152 0 0 10 0 0
  398 0 548 0 662 0 111 0 45 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 50 5 130 5 150 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_infantry_nco Infantrie_Regiment_Erzherzog_Rudolf_Nr._14 Colour_Bearer 0 133169152 0 0 21 0 0
  399 0 546 0 662 0 178 0 88 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_infantry_officer Infantrie_Regiment_Erzherzog_Rudolf_Nr._14 Officer 0 133169152 0 0 21 0 0
  400 0 547 0 670 0 70 0 112 0 5 0 700 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_infantry_drum Infantrie_Regiment_Erzherzog_Rudolf_Nr._14 Drummer 0 133169152 0 0 21 0 0
  401 0 548 0 662 0 701 0 105 0 88 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_infantry_flute Infantrie_Regiment_Erzherzog_Rudolf_Nr._14 Fifer 0 133169152 0 0 21 0 0
  402 0 548 0 662 0 106 0 88 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_infantry2 Infantrie_Regiment_Freiherr_von_Wacquant_Nr._62 Line_Infantry 0 133169152 0 0 10 0 0
  403 0 548 0 663 0 111 0 45 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 50 5 130 5 150 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_infantry2_nco Infantrie_Regiment_Freiherr_von_Wacquant_Nr._62 Colour_Bearer 0 133169152 0 0 21 0 0
  404 0 546 0 663 0 178 0 88 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_infantry2_officer Infantrie_Regiment_Freiherr_von_Wacquant_Nr._62 Officer 0 133169152 0 0 21 0 0
  405 0 547 0 664 0 70 0 112 0 5 0 700 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_infantry2_drum Infantrie_Regiment_Freiherr_von_Wacquant_Nr._62 Drummer 0 133169152 0 0 21 0 0
  406 0 548 0 663 0 701 0 105 0 88 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_infantry2_flute Infantrie_Regiment_Freiherr_von_Wacquant_Nr._62 Fifer 0 133169152 0 0 21 0 0
  407 0 548 0 663 0 106 0 88 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_grenzer Grenz_Regiment_Oguliner_Nr._3 Line/Light_Infantry 0 133169152 0 0 10 0 0
  414 0 545 0 663 0 45 0 26 0 20 0 111 0 91 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 50 5 105 5 170 5 30
2586 131072 0 48 135168 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_grenzer_nco Grenz_Regiment_Oguliner_Nr._3 Colour_Bearer 0 133169152 0 0 21 0 0
  415 0 546 0 663 0 179 0 91 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 135168 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_grenzer_officer Grenz_Regiment_Oguliner_Nr._3 Officer 0 133169152 0 0 21 0 0
  416 0 544 0 664 0 5 0 112 0 71 0 700 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 135168 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_grenzer_drum Grenz_Regiment_Oguliner_Nr._3 Drummer 0 133169152 0 0 21 0 0
  417 0 545 0 663 0 701 0 105 0 91 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 135168 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_grenzer_flute Grenz_Regiment_Oguliner_Nr._3 Fifer 0 133169152 0 0 21 0 0
  418 0 545 0 663 0 106 0 91 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 135168 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_grenadier Grenadier_Battalion_Purcell Foot_Guard 0 133169152 0 0 10 0 0
  408 0 409 0 539 0 663 0 111 0 45 0 88 0 700 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 50 5 145 5 150 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_grenadier_nco Grenadier_Battalion_Purcell Colour_Bearer 0 133169152 0 0 21 0 0
  410 0 539 0 663 0 179 0 88 0 700 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_grenadier_officer Grenadier_Battalion_Purcell Officer 0 133169152 0 0 21 0 0
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  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
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trp_austrian_grenadier_drum Grenadier_Battalion_Purcell Drummer 0 133169152 0 0 21 0 0
  412 0 539 0 663 0 701 0 105 0 88 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_grenadier_flute Grenadier_Battalion_Purcell Fifer 0 133169152 0 0 21 0 0
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  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
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trp_austrian_infantry_rifle Jaeger_Battalion_2 Rifleman 0 133169152 0 0 10 0 0
  419 0 540 0 665 0 26 0 111 0 90 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 50 5 90 5 206 5 30
2586 131072 0 48 135168 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_infantry_rifle_nco Jaeger_Battalion_2 Sergeant 0 133169152 0 0 21 0 0
  420 0 540 0 665 0 26 0 111 0 90 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 50 5 90 5 206 5 30
2586 131072 0 48 135168 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_infantry_rifle_officer Jaeger_Battalion_2 Officer 0 133169152 0 0 21 0 0
  421 0 541 0 666 0 5 0 112 0 71 0 700 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 135168 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_infantry_rifle_horn Jaeger_Battalion_2 Hornist 0 133169152 0 0 21 0 0
  422 0 540 0 665 0 107 0 90 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 135168 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_hussar Husar_Regiment_Graf_von_Hessen-Homburg_Nr._4 Hussar 0 133170176 0 0 10 0 0
  439 0 551 0 667 0 707 0 83 0 747 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 160 5 30 5 30 5 30
2586 131072 0 6 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_hussar_nco Husar_Regiment_Graf_von_Hessen-Homburg_Nr._4 Colour_Bearer 0 133170176 0 0 21 0 0
  440 0 549 0 667 0 707 0 180 0 83 0 747 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 160 5 30 5 30 5 30
2586 131072 0 6 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_hussar_officer Husar_Regiment_Graf_von_Hessen-Homburg_Nr._4 Officer 0 133170176 0 0 21 0 0
  442 0 550 0 667 0 707 0 112 0 5 0 83 0 747 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 160 5 30 5 30 5 30
2586 131072 0 6 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_hussar_trumpet Husar_Regiment_Graf_von_Hessen-Homburg_Nr._4 Trumpeter 0 133170176 0 0 21 0 0
  441 0 552 0 667 0 707 0 108 0 83 0 747 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 160 5 30 5 30 5 30
2586 131072 0 6 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_uhlan Ulan_Regiment_Schwarzenberg_Nr._2 Lancer 0 133170176 0 0 10 0 0
  431 0 535 0 668 0 707 0 123 0 83 0 746 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 50 5 130 5 40 5 30
2586 131072 0 6 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_uhlan_nco Ulan_Regiment_Schwarzenberg_Nr._2 Colour_Bearer 0 133170176 0 0 21 0 0
  431 0 535 0 668 0 707 0 180 0 83 0 746 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 150 5 30 5 30 5 30
2586 131072 0 6 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_uhlan_officer Ulan_Regiment_Schwarzenberg_Nr._2 Officer 0 133170176 0 0 21 0 0
  434 0 536 0 668 0 707 0 112 0 5 0 83 0 746 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 150 5 30 5 30 5 30
2586 131072 0 6 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_uhlan_trumpet Ulan_Regiment_Schwarzenberg_Nr._2 Trumpeter 0 133170176 0 0 21 0 0
  431 0 537 0 668 0 707 0 108 0 83 0 746 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 150 5 30 5 30 5 30
2586 131072 0 6 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_light_horse Chevauleger_Regiment_Furst_von_Hohenzollern_Nr._2 Light_Horse 0 133170176 0 0 10 0 0
  423 0 533 0 671 0 707 0 16 0 111 0 65 0 748 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 90 5 30 5 125 5 30
2586 131072 0 6 135168 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_light_horse_nco Chevauleger_Regiment_Furst_von_Hohenzollern_Nr._2 Colour_Bearer 0 133170176 0 0 21 0 0
  424 0 533 0 671 0 707 0 180 0 65 0 748 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 100 5 30 5 125 5 30
2586 131072 0 6 135168 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_light_horse_officer Chevauleger_Regiment_Furst_von_Hohenzollern_Nr._2 Officer 0 133170176 0 0 21 0 0
  426 0 532 0 671 0 707 0 112 0 5 0 65 0 748 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 100 5 30 5 80 5 30
2586 131072 0 6 135168 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_light_horse_trumpet Chevauleger_Regiment_Furst_von_Hohenzollern_Nr._2 Trumpeter 0 133170176 0 0 21 0 0
  425 0 534 0 671 0 707 0 108 0 65 0 748 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 100 5 30 5 80 5 30
2586 131072 0 6 135168 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_dragoon Dragoner_Regiment_Erzherzog_Ferdinand_Nr._5 Dragoon 0 133170176 0 0 10 0 0
  427 0 533 0 671 0 707 0 16 0 111 0 65 0 749 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 120 5 30 5 125 5 30
2586 131072 0 5 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_dragoon_nco Dragoner_Regiment_Erzherzog_Ferdinand_Nr._5 Colour_Bearer 0 133170176 0 0 21 0 0
  428 0 533 0 671 0 707 0 180 0 65 0 749 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 120 5 30 5 125 5 30
2586 131072 0 5 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_dragoon_officer Dragoner_Regiment_Erzherzog_Ferdinand_Nr._5 Officer 0 133170176 0 0 21 0 0
  430 0 532 0 671 0 707 0 112 0 5 0 65 0 749 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 120 5 30 5 80 5 30
2586 131072 0 5 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_dragoon_trumpet Dragoner_Regiment_Erzherzog_Ferdinand_Nr._5 Trumpeter 0 133170176 0 0 21 0 0
  429 0 534 0 671 0 707 0 108 0 65 0 749 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 120 5 30 5 80 5 30
2586 131072 0 5 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_cuirassier Kurassier_Regiment_Kaiser_Franz_Nr._1 Cuirassier 0 133170176 0 0 10 0 0
  443 0 533 0 671 0 702 0 82 0 750 0 702 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 140 5 30 5 30 5 30
2586 131072 0 6 339968 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_cuirassier_nco Kurassier_Regiment_Kaiser_Franz_Nr._1 Colour_Bearer 0 133170176 0 0 21 0 0
  444 0 533 0 671 0 702 0 180 0 82 0 750 0 702 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 140 5 30 5 30 5 30
2586 131072 0 6 339968 0
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trp_austrian_cuirassier_officer Kurassier_Regiment_Kaiser_Franz_Nr._1 Officer 0 133170176 0 0 21 0 0
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trp_companion_5 Antoine_Richard Antoine_Richard 0 268435472 0 0 1 0 0
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trp_companion_11 Noe_Michel Noe_Michel 0 268435472 0 0 1 0 0
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trp_companion_13 Jeremy_Garcia Jeremy_Garcia 0 268435472 0 0 1 0 0
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2586 131072 0 5 208896 0
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trp_companion_20 Valentin_Bonnet Valentin_Bonnet 0 268435472 0 0 1 0 0
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2586 131072 0 5 208896 0
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trp_companion_21 Nico_Kamps Nicolas_Morel 0 268435472 0 0 1 0 0
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trp_companion_22 Mael_Rousseau Mael_Rousseau 0 268435472 0 0 1 0 0
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trp_companion_23 Pierre_Lambert Pierre_Lambert 0 268435472 0 0 1 0 0
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trp_companion_24 Marius_Blanc Marius_Blanc 0 268435472 0 0 1 0 0
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trp_companion_25 Remi_Thomas Remi_Thomas 0 268435472 0 0 1 0 0
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trp_companion_26 Benjamin_Aguillon Benjamin_Aguillon 0 268435472 0 0 1 0 0
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  56489947400 4962244777768766195 923404 0 0 0 0 0

trp_companion_27 Maxence_Beauregard Maxence_Beauregard 0 268435472 0 0 1 0 0
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trp_companion_28 Axel_Lemieux Axel_Lemieux 0 268435472 0 0 1 0 0
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trp_companion_29 Jules_Plantier Jules_Plantier 0 268435472 0 0 1 0 0
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trp_companion_30 Martin_Roche Martin_Roche 0 268435472 0 0 1 0 0
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2586 131072 0 5 208896 0
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trp_companions_end companions_end companions_end 0 268435472 0 0 1 0 0
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2586 131072 0 6 208896 0
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trp_walker_french_infantry Infantryman Infantry 0 133169152 0 0 1 0 0
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  12 10 15 15 20
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trp_walker_french_voltigeur Voltigeur Voltigeurs 0 133169152 0 0 1 0 0
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trp_walker_french_hussar Hussar Hussars 0 133170176 0 0 1 0 0
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  12 10 15 15 20
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2586 131072 0 4 208896 0
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trp_walker_french_officer Officer officers 0 133169152 0 0 1 0 0
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trp_walker_messenger Messenger Messenger 0 133169152 0 0 1 0 0
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trp_walker_peasant_male Peasant Peasants 0 133169152 0 0 1 0 0
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2586 131072 0 0 0 0
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trp_walker_peasant_female Peasant Peasants 0 133169153 0 0 1 0 0
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2586 131072 0 0 0 0
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trp_walkers_end walkers_end walkers_end 0 16 0 0 1 0 0
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trp_camp_armorer Tailor {!}Armorer 0 36880 0 0 1 0 0
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trp_camp_weaponsmith Weapon_Merchant {!}Weaponsmith 0 36880 0 0 1 0 0
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trp_camp_horse_merchant Horse_Merchant {!}Horse_Merchant 0 36880 0 0 1 0 0
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[close]
Title: Re: Have a question about Modding? Ask Here!
Post by: kpetschulat on August 29, 2013, 07:26:26 pm
Thanks, I appreciate it.
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on August 29, 2013, 07:43:46 pm
Did you try to edit the code then join an nw vanilla server? If so that doesnt work and it would be the reason why.
Title: Re: Have a question about Modding? Ask Here!
Post by: kpetschulat on August 30, 2013, 12:06:55 am
Please, help. https://www.fsegames.eu/forum/index.php?topic=8301.0 I made a recolor of the Bavarian Infantry for France. Now, I was playing in public with it, and I kept getting kicked for cheating. All Russian units and certain Austrian units make you get kicked for cheating... Can someone please download my mod, and help me figure out what the problem is? I am VERY new to all of this, I just started doing this yesterday at 11pm.
Sure, Anything to keep away from TJR eh?  ;)
I'll edit this post with any findings.

Edit-
Looks like it's an error with the Troops.txt you edited.
Code
trp_french_infantry_bavarian 7._Linien-Infanterie-Regiment_Lowenstein,_Bayern. Bavarian_Infantry 0 133169152 0 0 7 0 0

Vanilla
Code
trp_french_infantry_bavarian 2._Linien-Infanterie-Regiment_Kronprinz,_Bayern. Line_Infantry 0 133169152 0 0 7 0 0

I'll work on a fixed file for you
This seems to work, I'd suggest testing it before you call it official.

WARNINGBIGFILE
Code
troopsfile version 2
411
trp_player Player Player 0 268435472 0 0 4 0 0
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  12 9 4 4 0
 100 100 100 100 100 100 0
0 0 0 0 0 0
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trp_multiplayer_profile_troop_male multiplayer_profile_troop_male multiplayer_profile_troop_male 0 133169168 0 0 1 0 0
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  0 0 0 0 0
 0 0 0 0 0 0 0
0 0 0 0 0 0
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trp_multiplayer_profile_troop_female multiplayer_profile_troop_female multiplayer_profile_troop_female 0 133169169 0 0 1 0 0
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trp_temp_troop Temp_Troop Temp_Troop 0 16 0 0 1 0 0
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2586 655360 0 0 0 0
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trp_temp_array_a {!}temp_array_a {!}temp_array_a 0 48 0 0 3 0 0
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trp_multiplayer_data {!}multiplayer_data {!}multiplayer_data 0 48 0 0 3 0 0
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trp_british_infantry_ai British_Line_Infantry Line_Infantry 0 133169152 0 0 6 0 0
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trp_british_infantry2_ai German_Line_Infantry German_Line_Infantry 0 133169152 0 0 6 0 0
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trp_british_highlander_ai British_Highland_Infantry Highland_Infantry 0 133169152 0 0 6 0 0
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trp_british_foot_guard_ai British_Foot_Guard Foot_Guards 0 133169152 0 0 6 0 0
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trp_british_light_infantry_ai British_Light_Infantry Light_Infantry 0 133169152 0 0 6 0 0
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trp_british_rifle_ai British_Rifleman Riflemen 0 133169152 0 0 6 0 0
  278 0 676 0 677 0 678 0 561 0 561 0 561 0 562 0 563 0 28 0 111 0 84 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
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trp_british_hussar_ai British_Hussar Hussars 0 133170176 0 0 6 0 0
  291 0 685 0 580 0 83 0 727 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
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2586 131072 0 4 208896 0
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trp_british_light_dragoon_ai British_Light_Dragoon Light_Dragoons 0 133170176 0 0 6 0 0
  285 0 682 0 571 0 707 0 83 0 25 0 111 0 723 0 724 0 725 0 726 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
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2586 131072 0 4 143360 0
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trp_british_dragoon_ai British_Dragoon Heavy_Dragoons 0 133170176 0 0 6 0 0
  287 0 684 0 574 0 705 0 82 0 728 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
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2586 131072 0 4 208896 0
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trp_british_horseguard_ai British_Horse_Guard Horse_Guards 0 133170176 0 0 6 0 0
  289 0 684 0 577 0 706 0 82 0 729 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
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2586 131072 0 4 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_ship_ai British_Sailor Sailors 0 133169152 0 0 6 0 0
  688 0 585 0 586 0 86 0 84 0 72 0 79 0 138 0 138 0 138 0 138 0 139 0 139 0 140 0 137 0 111 0 20 0 112 0 6 0 6 0 6 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
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2586 131072 0 48 208896 0
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trp_british_ship_marine_ai British_Marine Marines 0 133169152 0 0 6 0 0
  298 0 679 0 588 0 588 0 588 0 588 0 587 0 41 0 111 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
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2586 131072 0 48 208896 0
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trp_british_arty_ai British_Artillerist Artillery_(Cannon) 0 133169152 0 0 6 0 0
  282 0 621 0 554 0 182 0 41 0 111 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
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2586 131072 0 49 204800 0
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trp_british_arty_alt_ai British_Artillerist Artillery_(Howitzer) 0 133169152 0 0 6 0 0
  282 0 621 0 554 0 182 0 41 0 111 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
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2586 131072 0 49 204800 0
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trp_british_rocket_ai British_Rocketeer Rocket_Artillery 0 133169152 0 0 6 0 0
  295 0 683 0 555 0 707 0 83 0 120 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
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2586 131072 0 48 204800 0
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trp_french_infantry_ai French_Line_Infantry Line_Infantry 0 133169152 0 0 7 0 0
  197 0 621 0 497 0 111 0 37 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
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trp_french_infantry2_ai French_Grenadier Grenadiers 0 133169152 0 0 7 0 0
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  12 10 15 15 20
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2586 131072 0 48 208896 0
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trp_french_infantry_vistula_ai Polish_Line_Infantry Polish_Line_Infantry 0 133169152 0 0 7 0 0
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trp_french_infantry_bavarian_ai Bavarian_Line_Infantry Bavarian_Line_Infantry 0 133169152 0 0 7 0 0
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2586 131072 0 48 208896 0
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trp_french_old_guard_ai French_Grenadier_Guard Grenadier_Guards 0 133169152 0 0 7 0 0
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trp_french_voltigeur_ai French_Voltigeur Voltigeurs 0 133169152 0 0 7 0 0
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trp_french_hussar_ai French_Hussar Hussars 0 133170176 0 0 7 0 0
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2586 131072 0 4 208896 0
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trp_french_lancer_ai Polish_Lancer Polish_Lancers 0 133170176 0 0 7 0 0
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trp_french_dragoon_ai French_Dragoon Dragoons 0 133170176 0 0 7 0 0
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trp_french_cuirassier_ai French_Cuirassier Cuirassiers 0 133170176 0 0 7 0 0
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2586 131072 0 4 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_carabineer_ai French_Carabinier Carabiniers 0 133170176 0 0 7 0 0
  222 0 651 0 491 0 703 0 50 0 718 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 120 5 30 5 30 5 30
2586 131072 0 4 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_grenadier_a_cheval_ai French_Horse_Grenadier Horse_Grenadiers 0 133170176 0 0 7 0 0
  205 0 624 0 519 0 703 0 53 0 721 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 140 5 30 5 30 5 30
2586 131072 0 4 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_ship_ai French_Sailor Sailors 0 133169152 0 0 7 0 0
  641 0 524 0 524 0 525 0 60 0 62 0 72 0 79 0 138 0 138 0 138 0 138 0 139 0 140 0 140 0 137 0 111 0 20 0 112 0 3 0 3 0 3 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 40 5 80 5 80 60 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_ship_marine_ai French_Marine Marines 0 133169152 0 0 7 0 0
  247 0 640 0 523 0 37 0 111 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 50 5 130 5 120 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_arty_ai French_Artillerist Artillery_(Cannon) 0 133169152 0 0 7 0 0
  210 0 211 0 632 0 510 0 182 0 111 0 37 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 50 5 50 5 80 5 30
2586 131072 0 49 204800 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_arty_alt_ai French_Artillerist Artillery_(Howitzer) 0 133169152 0 0 7 0 0
  210 0 211 0 632 0 510 0 182 0 111 0 37 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 50 5 50 5 80 5 30
2586 131072 0 49 204800 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_infantry_ai Prussian_Line_Infantry Line_Infantry_(Brandenburg) 0 133169152 0 0 8 0 0
  301 0 690 0 592 0 593 0 99 0 47 0 111 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 50 5 130 5 120 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_infantry2_ai Prussian_Line_Infantry Line_Infantry_(Rhen) 0 133169152 0 0 8 0 0
  328 0 690 0 592 0 593 0 616 0 99 0 47 0 111 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 50 5 130 5 120 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_infantry_kurmark_ai Prussian_Landwehr Landwehr 0 133169152 0 0 8 0 0
  333 0 334 0 692 0 589 0 590 0 591 0 101 0 102 0 47 0 111 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 50 5 130 5 120 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_infantry_freikorps_ai Prussian_Freikorps Freikorps 0 133169152 0 0 8 0 0
  348 0 699 0 593 0 100 0 47 0 111 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 50 5 130 5 120 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_infantry_15_ai Prussian_Foot_Guard Foot_Guards 0 133169152 0 0 8 0 0
  315 0 670 0 646 0 605 0 99 0 47 0 111 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 70 5 170 5 130 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_infantry_rifle_ai Prussian_Jaeger Jaegers 0 133169152 0 0 8 0 0
  310 0 311 0 691 0 593 0 69 0 26 0 111 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 30 5 90 5 150 5 30
2586 131072 0 48 135168 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_dragoon_ai Prussian_Dragoon Dragoons 0 133170176 0 0 8 0 0
  306 0 695 0 601 0 83 0 18 0 111 0 734 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 100 5 30 5 100 5 30
2586 131072 0 3 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_hussar_ai Prussian_Hussar Hussars 0 133170176 0 0 8 0 0
  323 0 697 0 595 0 83 0 732 0 733 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 150 5 30 5 30 5 30
2586 131072 0 6 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_landwehr_cav_ai Prussian_Lancer Lancers 0 133170176 0 0 8 0 0
  339 0 693 0 608 0 122 0 83 0 730 0 731 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 50 5 130 5 40 5 30
2586 131072 0 4 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_cuirassier_ai Prussian_Cuirassier Cuirassiers 0 133170176 0 0 8 0 0
  344 0 695 0 696 0 613 0 53 0 736 0 737 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 140 5 30 5 30 5 30
2586 131072 0 4 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_arty_ai Prussian_Artillerist Artillery_(Cannon) 0 133169152 0 0 8 0 0
  320 0 690 0 599 0 182 0 111 0 47 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 50 5 50 5 80 5 30
2586 131072 0 49 204800 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_arty_alt_ai Prussian_Artillerist Artillery_(Howitzer) 0 133169152 0 0 8 0 0
  320 0 690 0 599 0 182 0 111 0 47 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 50 5 50 5 80 5 30
2586 131072 0 49 204800 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_partizan_ai Russian_Partisan Partisans 0 66060288 0 0 9 0 0
  391 0 392 0 655 0 656 0 617 0 476 0 477 0 478 0 479 0 480 0 617 0 452 0 111 0 16 0 128 0 129 0 130 0 127 0 132 0 131 0 73 0 133 0 134 0 72 0 79 0 80 0 135 0 136 0 137 0 138 0 20 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 40 5 80 5 80 60 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_opol_ai Russian_Militia Line_Militia 0 66060288 0 0 9 0 0
  371 0 655 0 656 0 617 0 111 0 16 0 126 0 126 0 72 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 50 5 130 5 120 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_infantry_ai Russian_Line_Infantry Line_Infantry 0 133169152 0 0 9 0 0
  354 0 645 0 646 0 452 0 111 0 43 0 98 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 50 5 130 5 120 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_grenadier_ai Russian_Grenadier Grenadiers 0 133169152 0 0 9 0 0
  383 0 645 0 646 0 449 0 111 0 43 0 98 0 700 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 50 5 130 5 120 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_foot_guard_ai Russian_Foot_Guard Foot_Guards 0 133169152 0 0 9 0 0
  374 0 645 0 646 0 471 0 111 0 43 0 98 0 700 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 70 5 170 5 130 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_infantry_rifle_ai Russian_Jaeger Jaegers 0 133169152 0 0 9 0 0
  379 0 657 0 467 0 26 0 111 0 69 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 30 5 90 5 150 5 30
2586 131072 0 48 135168 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_hussar_ai Russian_Hussar Hussars 0 133170176 0 0 9 0 0
  361 0 649 0 464 0 64 0 743 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 150 5 30 5 30 5 30
2586 131072 0 4 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_uhlan_ai Russian_Uhlan Uhlans 0 133170176 0 0 9 0 0
  395 0 661 0 483 0 125 0 63 0 742 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 50 5 130 5 40 5 30
2586 131072 0 4 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_cossack_ai Russian_Cossack Cossacks 0 133170176 0 0 9 0 0
  368 0 652 0 461 0 124 0 63 0 738 0 739 0 740 0 741 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 50 5 130 5 40 5 30
2586 131072 0 4 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_dragoon_ai Russian_Dragoon Dragoons 0 133170176 0 0 9 0 0
  389 0 659 0 660 0 450 0 18 0 111 0 65 0 744 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 100 5 30 5 100 5 30
2586 131072 0 3 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_horse_guard_ai Russian_Cavalry_Guard Cavalry_Guards 0 133170176 0 0 9 0 0
  363 0 651 0 453 0 66 0 745 0 702 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 120 5 30 5 30 5 30
2586 131072 0 4 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_arty_ai Russian_Artillerist Artillery_(Cannon) 0 133169152 0 0 9 0 0
  386 0 658 0 458 0 182 0 111 0 43 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 50 5 50 5 80 5 30
2586 131072 0 49 204800 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_arty_alt_ai Russian_Artillerist Artillery_(Howitzer) 0 133169152 0 0 9 0 0
  386 0 658 0 458 0 182 0 111 0 43 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 50 5 50 5 80 5 30
2586 131072 0 49 204800 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_infantry_ai Austrian_Line_Infantry Line_Infantry 0 133169152 0 0 10 0 0
  398 0 548 0 662 0 111 0 45 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 50 5 130 5 120 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_infantry2_ai Hungarian_Line_Infantry Line_Infantry 0 133169152 0 0 10 0 0
  403 0 548 0 663 0 111 0 45 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 50 5 130 5 120 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_grenzer_ai Austrian_Grenzer Grenzers 0 133169152 0 0 10 0 0
  414 0 545 0 663 0 45 0 45 0 45 0 45 0 26 0 26 0 20 0 111 0 91 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 50 5 130 5 120 5 30
2586 131072 0 48 135168 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_grenadier_ai Hungarian_Grenadier Grenadiers 0 133169152 0 0 10 0 0
  408 0 409 0 539 0 663 0 111 0 45 0 103 0 700 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 70 5 170 5 130 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_infantry_rifle_ai Austrian_Jaeger Jaegers 0 133169152 0 0 10 0 0
  419 0 540 0 665 0 26 0 111 0 90 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 30 5 90 5 150 5 30
2586 131072 0 48 135168 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_hussar_ai Austrian_Hussar Hussars 0 133170176 0 0 10 0 0
  439 0 551 0 667 0 707 0 83 0 747 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 150 5 30 5 30 5 30
2586 131072 0 4 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_uhlan_ai Austrian_Uhlan Uhlans 0 133170176 0 0 10 0 0
  431 0 535 0 668 0 707 0 123 0 83 0 746 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 50 5 130 5 40 5 30
2586 131072 0 4 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_light_horse_ai Austrian_Chevauleger Chevaulegers 0 133170176 0 0 10 0 0
  423 0 533 0 671 0 707 0 18 0 111 0 65 0 748 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 100 5 30 5 100 5 30
2586 131072 0 4 143360 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_dragoon_ai Austrian_Dragoon Dragoons 0 133170176 0 0 10 0 0
  427 0 533 0 671 0 707 0 18 0 111 0 65 0 749 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 100 5 30 5 100 5 30
2586 131072 0 3 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_cuirassier_ai Austrian_Cuirassier Cuirassiers 0 133170176 0 0 10 0 0
  443 0 533 0 671 0 702 0 82 0 750 0 702 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 120 5 30 5 30 5 30
2586 131072 0 4 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_arty_ai Austrian_Artillerist Artillery_(Cannon) 0 133169152 0 0 10 0 0
  435 0 529 0 670 0 182 0 111 0 45 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 50 5 50 5 80 5 30
2586 131072 0 49 204800 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_arty_alt_ai Austrian_Artillerist Artillery_(Howitzer) 0 133169152 0 0 10 0 0
  435 0 529 0 670 0 182 0 111 0 45 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 50 5 50 5 80 5 30
2586 131072 0 49 204800 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_infantry 33rd_Regiment_of_Foot Line_Infantry 0 133169152 0 0 6 0 0
  253 0 621 0 570 0 41 0 111 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 50 5 130 5 150 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_infantry_nco 33rd_Regiment_of_Foot Ensign 0 133169152 0 0 17 0 0
  254 0 659 0 570 0 707 0 162 0 163 0 85 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_infantry_officer 33rd_Regiment_of_Foot Officer 0 133169152 0 0 17 0 0
  255 0 659 0 570 0 707 0 87 0 6 0 112 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_infantry_drum 33rd_Regiment_of_Foot Drummer 0 133169152 0 0 17 0 0
  256 0 621 0 570 0 701 0 105 0 85 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_infantry_flute 33rd_Regiment_of_Foot Fifer 0 133169152 0 0 17 0 0
  257 0 621 0 570 0 106 0 85 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_infantry2 5th_Line_Battalion_King's_German_Legion Line_Infantry 0 133169152 0 0 6 0 0
  258 0 621 0 557 0 41 0 111 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 50 5 130 5 150 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_infantry2_nco Kings_German_Legion_5th_Battalion Ensign 0 133169152 0 0 17 0 0
  259 0 659 0 556 0 707 0 170 0 171 0 85 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_infantry2_officer Kings_German_Legion_5th_Battalion Officer 0 133169152 0 0 17 0 0
  260 0 659 0 556 0 707 0 87 0 6 0 112 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_infantry2_drum Kings_German_Legion_5th_Battalion Drummer 0 133169152 0 0 17 0 0
  261 0 621 0 557 0 701 0 105 0 85 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_infantry2_flute Kings_German_Legion_5th_Battalion Fifer 0 133169152 0 0 17 0 0
  262 0 621 0 557 0 106 0 85 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_highlander 42nd_Regiment_of_Foot_(Black_Watch) Line_Infantry 0 133169152 0 0 6 0 0
  263 0 672 0 673 0 564 0 41 0 111 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 50 500 130 5 150 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_highlander_nco 42nd_Highland_Regiment_of_Foot Ensign 0 133169152 0 0 17 0 0
  264 0 659 0 565 0 707 0 164 0 165 0 81 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_highlander_officer 42nd_Highland_Regiment_of_Foot Officer 0 133169152 0 0 17 0 0
  265 0 659 0 566 0 707 0 81 0 6 0 112 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_highlander_drum 42nd_Highland_Regiment_of_Foot Drummer 0 133169152 0 0 17 0 0
  266 0 674 0 567 0 701 0 105 0 85 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_highlander_pipes 42nd_Highland_Regiment_of_Foot Piper 0 133169152 0 0 17 0 0
  267 0 268 0 674 0 564 0 110 0 81 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_foot_guard Coldstream_Regiment_of_Foot_Guards Foot_Guard 0 133169152 0 0 6 0 0
  269 0 679 0 569 0 41 0 111 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 50 5 145 5 150 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_foot_guard_nco 2nd_Regiment_of_Foot_Guards_(Coldstream) Ensign 0 133169152 0 0 17 0 0
  270 0 659 0 568 0 707 0 166 0 167 0 85 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_foot_guard_officer 2nd_Regiment_of_Foot_Guards_(Coldstream) Officer 0 133169152 0 0 17 0 0
  271 0 659 0 568 0 707 0 6 0 112 0 87 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_foot_guard_drum 2nd_Regiment_of_Foot_Guards_(Coldstream) Drummer 0 133169152 0 0 17 0 0
  272 0 679 0 569 0 105 0 701 0 85 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_foot_guard_flute 2nd_Regiment_of_Foot_Guards_(Coldstream) Fifer 0 133169152 0 0 17 0 0
  273 0 679 0 569 0 106 0 85 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_light_infantry 51st_(2nd_Yorkshire_West_Riding)_Regiment_of_Foot Light_Infantry 0 133169152 0 0 6 0 0
  274 0 621 0 558 0 41 0 111 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 50 5 90 5 206 5 30
2586 131072 0 48 135168 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_light_infantry_nco 51st_Regiment_of_Foot Ensign 0 133169152 0 0 17 0 0
  275 0 659 0 559 0 707 0 168 0 169 0 85 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 135168 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_light_infantry_officer 51st_Regiment_of_Foot Officer 0 133169152 0 0 17 0 0
  276 0 659 0 559 0 707 0 83 0 6 0 112 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 135168 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_light_infantry_horn 51st_Regiment_of_Foot Hornist 0 133169152 0 0 17 0 0
  277 0 621 0 558 0 107 0 85 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 135168 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_rifle 95th_Regiment_of_Foot_(Rifles) Rifleman 0 133169152 0 0 6 0 0
  278 0 676 0 677 0 678 0 561 0 561 0 561 0 562 0 563 0 28 0 111 0 84 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 50 5 90 5 206 5 30
2586 131072 0 48 135168 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_rifle_nco 95th_Rifle_Regiment_of_Foot Sergeant 0 133169152 0 0 17 0 0
  279 0 676 0 677 0 678 0 561 0 561 0 561 0 562 0 563 0 707 0 28 0 111 0 84 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 50 5 90 5 206 5 30
2586 131072 0 48 135168 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_rifle_officer 95th_Rifle_Regiment_of_Foot Officer 0 133169152 0 0 17 0 0
  280 0 675 0 560 0 707 0 83 0 6 0 112 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 135168 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_rifle_horn 95th_Rifle_Regiment_of_Foot Hornist 0 133169152 0 0 17 0 0
  281 0 676 0 677 0 678 0 561 0 561 0 561 0 562 0 563 0 107 0 84 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 135168 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_hussar 1st_KGL_Hussars Hussar 0 133170176 0 0 6 0 0
  291 0 685 0 580 0 83 0 727 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 160 5 30 5 30 5 30
2586 131072 0 6 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_hussar_nco 1st_KGL_Hussars Sergeant 0 133170176 0 0 17 0 0
  292 0 686 0 581 0 172 0 83 0 727 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 160 5 30 5 30 5 30
2586 131072 0 6 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_hussar_officer 1st_KGL_Hussars Officer 0 133170176 0 0 17 0 0
  292 0 686 0 581 0 83 0 6 0 112 0 727 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 160 5 30 5 30 5 30
2586 131072 0 6 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_hussar_bugle 1st_KGL_Hussars Bugler 0 133170176 0 0 17 0 0
  293 0 685 0 582 0 83 0 109 0 727 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 160 5 30 5 30 5 30
2586 131072 0 6 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_light_dragoon 23rd_Light_Dragoons Light_Horse 0 133170176 0 0 6 0 0
  285 0 682 0 571 0 707 0 83 0 23 0 111 0 723 0 724 0 725 0 726 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 90 5 30 5 125 5 30
2586 131072 0 6 135168 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_light_dragoon_nco 23rd_Light_Dragoons Sergeant 0 133170176 0 0 17 0 0
  285 0 682 0 571 0 707 0 172 0 83 0 23 0 111 0 723 0 724 0 725 0 726 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 100 5 30 5 125 5 30
2586 131072 0 6 135168 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_light_dragoon_officer 23rd_Light_Dragoons Officer 0 133170176 0 0 17 0 0
  286 0 682 0 572 0 707 0 83 0 6 0 112 0 723 0 724 0 725 0 726 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 100 5 30 5 80 5 30
2586 131072 0 6 135168 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_light_dragoon_bugle 23rd_Light_Dragoons Bugler 0 133170176 0 0 17 0 0
  285 0 682 0 573 0 707 0 83 0 109 0 723 0 724 0 725 0 726 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 100 5 30 5 80 5 30
2586 131072 0 6 135168 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_dragoon 6th_(Inniskilling)_Dragoons Heavy_Cavalry 0 133170176 0 0 6 0 0
  287 0 684 0 574 0 705 0 82 0 728 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 150 5 30 5 30 5 30
2586 131072 0 6 339968 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_dragoon_nco 6th_(Inniskilling)_Dragoons Sergeant 0 133170176 0 0 17 0 0
  287 0 684 0 574 0 705 0 172 0 82 0 728 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 150 5 30 5 30 5 30
2586 131072 0 6 339968 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_dragoon_officer 6th_(Inniskilling)_Dragoons Officer 0 133170176 0 0 17 0 0
  288 0 684 0 575 0 707 0 82 0 6 0 112 0 728 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 150 5 30 5 30 5 30
2586 131072 0 6 339968 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_dragoon_bugle 6th_(Inniskilling)_Dragoons Bugler 0 133170176 0 0 17 0 0
  287 0 684 0 576 0 705 0 82 0 109 0 728 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 150 5 30 5 30 5 30
2586 131072 0 6 339968 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_horseguard Royal_Horse_Guards_Blue Heavy_Cavalry 0 133170176 0 0 6 0 0
  289 0 684 0 577 0 706 0 82 0 729 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 150 5 30 5 30 5 30
2586 131072 0 6 339968 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_horseguard_nco Royal_Horse_Guards_Blue Sergeant 0 133170176 0 0 17 0 0
  289 0 684 0 577 0 706 0 172 0 82 0 729 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 150 5 30 5 30 5 30
2586 131072 0 6 339968 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_horseguard_officer Royal_Horse_Guards_Blue Officer 0 133170176 0 0 17 0 0
  290 0 684 0 578 0 708 0 82 0 6 0 112 0 729 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 150 5 30 5 30 5 30
2586 131072 0 6 339968 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_horseguard_bugle Royal_Horse_Guards_Blue Bugler 0 133170176 0 0 17 0 0
  289 0 684 0 579 0 706 0 82 0 109 0 729 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 150 5 30 5 30 5 30
2586 131072 0 6 339968 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_arty Royal_Foot_Artillery Artillery 0 133169152 0 0 6 0 0
  282 0 621 0 554 0 182 0 181 0 86 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 70 5 30 5 30 5 30
2586 131072 0 49 204800 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_arty_nco Royal_Foot_Artillery Artillery_Train 0 133169152 0 0 17 0 0
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  15 15 15 15 20
 80 5 30 5 30 5 30
2586 131072 0 49 204800 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_arty_officer Royal_Foot_Artillery Officer 0 133169152 0 0 17 0 0
  283 0 659 0 553 0 707 0 87 0 181 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 30 5 30 5 30
2586 131072 0 49 204800 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_rocket 2nd_Rocket_Troop Rocket_Artillery 0 133169152 0 0 6 0 0
  295 0 683 0 555 0 707 0 83 0 181 0 120 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 70 5 30 5 30 5 30
2586 131072 0 48 204800 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_sapper Sapper Engineer 0 133169152 0 0 6 0 0
  296 0 680 0 569 0 186 0 188 0 189 0 78 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 70 5 30 5 30 5 30
2586 131072 0 48 204800 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_ship Ship_Crew Infantry 0 133169152 0 0 6 0 0
  688 0 585 0 586 0 86 0 84 0 72 0 79 0 138 0 138 0 138 0 138 0 139 0 139 0 140 0 137 0 111 0 20 0 112 0 6 0 6 0 6 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 130 80 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_ship_cannon Ship_Crew Naval_Artillery 0 133169152 0 0 17 0 0
  688 0 585 0 586 0 182 0 181 0 86 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 130 80 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_ship_marine Ship_Crew Marine,_1st_Battalion_-_Royal_Marines 0 133169152 0 0 17 0 0
  298 0 679 0 588 0 588 0 588 0 588 0 587 0 41 0 111 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 50 5 130 5 150 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_british_ship_captain Ship_Crew Post_Captain,_HMS_Neptune 0 133169152 0 0 17 0 0
  297 0 687 0 584 0 83 0 6 0 112 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 135168 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_wellington Arthur_Wellesley,_Duke_of_Wellington Commander 0 133170176 0 0 6 0 0
  294 0 681 0 583 0 707 0 729 0 59 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 130 5 30 5 30 5 30
2586 131072 0 6 339968 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_infantry 45e_Regiment_d'Infanterie_de_ligne Line_Infantry 0 133169152 0 0 7 0 0
  197 0 621 0 497 0 111 0 37 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 50 5 130 5 150 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_infantry_nco 45e_Regiment_d'Infanterie_de_ligne Eagle_Bearer 0 133169152 0 0 18 0 0
  196 0 637 0 515 0 141 0 60 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_infantry_officer 45e_Regiment_d'Infanterie_de_ligne Officer 0 133169152 0 0 18 0 0
  195 0 637 0 515 0 56 0 112 0 2 0 3 0 700 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_infantry_drum 45e_Regiment_d'Infanterie_de_ligne Drummer 0 133169152 0 0 18 0 0
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  15 15 15 15 20
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2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_infantry_flute 45e_Regiment_d'Infanterie_de_ligne Fifer 0 133169152 0 0 18 0 0
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  15 15 15 15 20
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2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_infantry2 84e_Regiment_d'Infanterie_de_ligne Line_Infantry 0 133169152 0 0 7 0 0
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  15 15 15 15 20
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2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_infantry2_nco 84e_Regiment_d'Infanterie_de_ligne Eagle_Bearer 0 133169152 0 0 18 0 0
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  15 15 15 15 20
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2586 131072 0 48 208896 0
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trp_french_infantry2_officer 84e_Regiment_d'Infanterie_de_ligne Officer 0 133169152 0 0 18 0 0
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  15 15 15 15 20
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2586 131072 0 48 208896 0
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trp_french_infantry2_drum 84e_Regiment_d'Infanterie_de_ligne Drummer 0 133169152 0 0 18 0 0
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  15 15 15 15 20
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2586 131072 0 48 208896 0
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trp_french_infantry2_flute 84e_Regiment_d'Infanterie_de_ligne Fifer 0 133169152 0 0 18 0 0
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  15 15 15 15 20
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2586 131072 0 48 208896 0
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trp_french_infantry_vistula Legion_de_la_Vistule Line_Infantry 0 133169152 0 0 7 0 0
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2586 131072 0 48 208896 0
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trp_french_infantry_vistula_colours Legion_de_la_Vistule Eagle_Bearer 0 133169152 0 0 18 0 0
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  15 15 15 15 20
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2586 131072 0 48 208896 0
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trp_french_infantry_vistula_officer Legion_de_la_Vistule Officer 0 133169152 0 0 18 0 0
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  15 15 15 15 20
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2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_infantry_vistula_drum Legion_de_la_Vistule Drummer 0 133169152 0 0 18 0 0
  241 0 625 0 499 0 701 0 105 0 60 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_infantry_vistula_flute Legion_de_la_Vistule Fifer 0 133169152 0 0 18 0 0
  242 0 625 0 499 0 106 0 60 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_infantry_bavarian 7_Linen-Infanterie-Regiment_Lowenstein_Bayern Line_Infantry 0 133169152 0 0 7 0 0
  248 0 643 0 526 0 111 0 43 0 60 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 50 5 130 5 150 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_infantry_bavarian_nco 2._Linien-Infanterie-Regiment_Kronprinz,_Bayern. Colour_Bearer 0 133169152 0 0 18 0 0
  249 0 643 0 527 0 152 0 153 0 60 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_infantry_bavarian_officer 2._Linien-Infanterie-Regiment_Kronprinz,_Bayern. Officer 0 133169152 0 0 18 0 0
  250 0 644 0 528 0 56 0 112 0 2 0 3 0 700 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_infantry_bavarian_drum 2._Linien-Infanterie-Regiment_Kronprinz,_Bayern. Drummer 0 133169152 0 0 18 0 0
  251 0 643 0 526 0 701 0 105 0 60 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_infantry_bavarian_flute 2._Linien-Infanterie-Regiment_Kronprinz,_Bayern. Fifer 0 133169152 0 0 18 0 0
  252 0 643 0 526 0 106 0 60 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_old_guard 1er_Regiment_de_Grenadiers_de_la_Garde_Imperiale Foot_Guard 0 133169152 0 0 7 0 0
  208 0 633 0 513 0 111 0 39 0 51 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 50 5 145 5 150 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_old_guard_nco 1er_Regiment_de_Grenadiers_de_la_Garde_Imperiale Eagle_Bearer 0 133169152 0 0 18 0 0
  207 0 637 0 512 0 144 0 51 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_old_guard_officer 1er_Regiment_de_Grenadiers_de_la_Garde_Imperiale Officer 0 133169152 0 0 18 0 0
  209 0 637 0 511 0 54 0 112 0 2 0 3 0 700 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_old_guard_drum 1er_Regiment_de_Grenadiers_de_la_Garde_Imperiale Drummer 0 133169152 0 0 18 0 0
  230 0 633 0 513 0 701 0 105 0 51 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_old_guard_flute 1er_Regiment_de_Grenadiers_de_la_Garde_Imperiale Fifer 0 133169152 0 0 18 0 0
  231 0 633 0 513 0 106 0 51 0 700 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_voltigeur 15eme_Regiment_d'Infanterie_Legere Light_Infantry 0 133169152 0 0 7 0 0
  193 0 621 0 620 0 505 0 111 0 37 0 13 0 60 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 50 5 90 5 206 5 30
2586 131072 0 48 135168 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_voltigeur_colours 15eme_Regiment_d'Infanterie_Legere Eagle_Bearer 0 133169152 0 0 18 0 0
  194 0 621 0 620 0 505 0 145 0 60 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 135168 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_voltigeur_officer 15eme_Regiment_d'Infanterie_Legere Officer 0 133169152 0 0 18 0 0
  192 0 621 0 504 0 58 0 112 0 2 0 3 0 700 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 135168 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_voltigeur_horn 15eme_Regiment_d'Infanterie_Legere Hornist 0 133169152 0 0 18 0 0
  232 0 621 0 620 0 505 0 107 0 60 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 135168 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_hussar 2e_Regiment_de_Hussards Hussar 0 133170176 0 0 7 0 0
  225 0 628 0 495 0 61 0 709 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 160 5 30 5 30 5 30
2586 131072 0 6 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_hussar_nco 2e_Regiment_de_Hussards Eagle_Bearer 0 133170176 0 0 18 0 0
  226 0 628 0 494 0 146 0 61 0 709 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 160 5 30 5 30 5 30
2586 131072 0 6 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_hussar_officer 2e_Regiment_de_Hussards Officer 0 133170176 0 0 18 0 0
  227 0 629 0 516 0 112 0 4 0 57 0 709 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 160 5 30 5 30 5 30
2586 131072 0 6 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_hussar_trumpet 2e_Regiment_de_Hussards Trumpeter 0 133170176 0 0 18 0 0
  228 0 630 0 496 0 108 0 61 0 710 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 160 5 30 5 30 5 30
2586 131072 0 6 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_lancer Regiment_de_Chevau-Legers_Lanciers_de_la_Garde Lancer 0 133170176 0 0 7 0 0
  216 0 626 0 507 0 703 0 121 0 52 0 711 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 50 5 130 5 40 5 30
2586 131072 0 6 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_lancer_nco Regiment_de_Chevau-Legers_Lanciers_de_la_Garde Eagle_Bearer 0 133170176 0 0 18 0 0
  217 0 626 0 507 0 703 0 151 0 52 0 711 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 150 5 30 5 30 5 30
2586 131072 0 6 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_lancer_officer Regiment_de_Chevau-Legers_Lanciers_de_la_Garde Officer 0 133170176 0 0 18 0 0
  218 0 627 0 506 0 703 0 112 0 1 0 57 0 711 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 150 5 30 5 30 5 30
2586 131072 0 6 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_lancer_trumpet Regiment_de_Chevau-Legers_Lanciers_de_la_Garde Trumpeter 0 133170176 0 0 18 0 0
  240 0 627 0 508 0 703 0 108 0 52 0 712 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 150 5 30 5 30 5 30
2586 131072 0 6 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_dragoon Regiment_de_Dragons_de_l'Imperatrice Dragoon 0 133170176 0 0 7 0 0
  201 0 622 0 485 0 703 0 7 0 10 0 13 0 111 0 53 0 713 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 120 5 30 5 125 5 30
2586 131072 0 5 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_dragoon_nco Regiment_de_Dragons_de_l'Imperatrice Eagle_Bearer 0 133170176 0 0 18 0 0
  243 0 622 0 485 0 703 0 150 0 53 0 713 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 120 5 30 5 125 5 30
2586 131072 0 5 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_dragoon_officer Regiment_de_Dragons_de_l'Imperatrice Officer 0 133170176 0 0 18 0 0
  202 0 622 0 486 0 703 0 112 0 1 0 55 0 713 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 120 5 30 5 80 5 30
2586 131072 0 5 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_dragoon_trumpet Regiment_de_Dragons_de_l'Imperatrice Trumpeter 0 133170176 0 0 18 0 0
  239 0 622 0 487 0 703 0 108 0 53 0 714 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 120 5 30 5 80 5 30
2586 131072 0 5 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_cuirassier 9eme_Regiment_de_Cuirassiers Cuirassier 0 133170176 0 0 7 0 0
  219 0 651 0 488 0 703 0 59 0 715 0 651 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 140 5 30 5 30 5 30
2586 131072 0 6 339968 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_cuirassier_nco Cuirassiers Eagle_Bearer 0 133170176 0 0 18 0 0
  220 0 651 0 488 0 703 0 148 0 59 0 715 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 140 5 30 5 30 5 30
2586 131072 0 6 339968 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_cuirassier_officer Cuirassiers Officer 0 133170176 0 0 18 0 0
  221 0 651 0 489 0 703 0 1 0 112 0 55 0 716 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 140 5 30 5 30 5 30
2586 131072 0 6 339968 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_cuirassier_trumpet Cuirassiers Trumpeter 0 133170176 0 0 18 0 0
  238 0 651 0 490 0 703 0 108 0 59 0 717 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 140 5 30 5 30 5 30
2586 131072 0 6 339968 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_carabineer 1er_Regiment_de_Carabiniers Carabinier 0 133170176 0 0 7 0 0
  222 0 651 0 491 0 703 0 50 0 718 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 140 5 30 5 30 5 30
2586 131072 0 6 339968 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_carabineer_nco Carabineers Eagle_Bearer 0 133170176 0 0 18 0 0
  223 0 651 0 491 0 703 0 147 0 50 0 718 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 140 5 30 5 30 5 30
2586 131072 0 6 339968 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_carabineer_officer Carabineers Officer 0 133170176 0 0 18 0 0
  224 0 651 0 492 0 703 0 1 0 112 0 55 0 719 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 140 5 30 5 30 5 30
2586 131072 0 6 339968 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_carabineer_trumpet Carabineers Trumpeter 0 133170176 0 0 18 0 0
  238 0 651 0 493 0 703 0 108 0 50 0 720 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 140 5 30 5 30 5 30
2586 131072 0 6 339968 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_grenadier_a_cheval Regiment_de_Grenadiers_a_Cheval_de_la_Garde Heavy_Cavalry 0 133170176 0 0 7 0 0
  205 0 624 0 519 0 703 0 53 0 721 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 150 5 30 5 30 5 30
2586 131072 0 6 339968 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_grenadier_a_cheval_nco Regiment_de_Grenadiers_a_Cheval_de_la_Garde Eagle_Bearer 0 133170176 0 0 18 0 0
  204 0 624 0 521 0 703 0 149 0 53 0 721 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 150 5 30 5 30 5 30
2586 131072 0 6 339968 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_grenadier_a_cheval_officer Regiment_de_Grenadiers_a_Cheval_de_la_Garde Officer 0 133170176 0 0 18 0 0
  206 0 624 0 520 0 703 0 1 0 112 0 55 0 721 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 150 5 30 5 30 5 30
2586 131072 0 6 339968 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_grenadier_a_cheval_trumpet Regiment_de_Grenadiers_a_Cheval_de_la_Garde Trumpeter 0 133170176 0 0 18 0 0
  245 0 624 0 521 0 703 0 108 0 53 0 722 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 150 5 30 5 30 5 30
2586 131072 0 6 339968 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_arty L'Artillerie Artillery 0 133169152 0 0 7 0 0
  210 0 211 0 632 0 510 0 182 0 181 0 60 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 70 5 30 5 30 5 30
2586 131072 0 49 204800 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_arty_nco L'Artillerie Artillery_Train 0 133169152 0 0 18 0 0
  244 0 635 0 517 0 181 0 60 0 756 0 761 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 30 5 30 5 30
2586 131072 0 49 204800 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_arty_officer L'Artillerie Officer 0 133169152 0 0 18 0 0
  212 0 634 0 509 0 704 0 49 0 181 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 30 5 30 5 30
2586 131072 0 49 204800 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_sapper Sappeur Engineer 0 133169152 0 0 7 0 0
  229 0 631 0 514 0 703 0 62 0 186 0 188 0 189 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 70 5 30 5 30 5 30
2586 131072 0 48 204800 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_ship Ship_Crew Infantry 0 133169152 0 0 7 0 0
  641 0 524 0 524 0 525 0 60 0 62 0 72 0 79 0 138 0 138 0 138 0 138 0 139 0 140 0 140 0 137 0 111 0 20 0 112 0 3 0 3 0 3 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 130 80 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_ship_cannon Ship_Crew L'Artillerie_Navale 0 133169152 0 0 18 0 0
  641 0 524 0 524 0 525 0 182 0 181 0 60 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 130 80 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_ship_marine Ship_Crew Marine,_24e_Bataillon_des_Equipages 0 133169152 0 0 18 0 0
  247 0 640 0 523 0 37 0 111 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 50 5 130 5 150 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_ship_captain Ship_Crew Capitaine_de_Vaisseau,_Intrepide 0 133169152 0 0 18 0 0
  246 0 639 0 522 0 56 0 2 0 3 0 112 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 135168 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_napoleon L'Empereur_Napoleon_Bonaparte Commander 0 133170176 0 0 7 0 0
  203 0 623 0 518 0 59 0 719 0 700 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 130 5 30 5 30 5 30
2586 131072 0 6 339968 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_infantry 8._Brandenburgische_Infanterie-Regiment Line_Infantry 0 133169152 0 0 8 0 0
  301 0 690 0 592 0 593 0 92 0 47 0 111 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 50 5 130 5 150 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_infantry_nco 8._Infanterie_Regiment Colour_Bearer 0 133169152 0 0 19 0 0
  302 0 690 0 611 0 612 0 92 0 173 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_infantry_officer 8._Infanterie_Regiment Officer 0 133169152 0 0 19 0 0
  303 0 659 0 594 0 70 0 5 0 112 0 700 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_infantry_drum 8._Infanterie_Regiment Drummer 0 133169152 0 0 19 0 0
  304 0 690 0 592 0 612 0 92 0 701 0 105 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_infantry_flute 8._Infanterie_Regiment Fifer 0 133169152 0 0 19 0 0
  305 0 690 0 592 0 612 0 92 0 106 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_infantry2 23._Rheinische_Infanterie-Regiment Line_Infantry 0 133169152 0 0 8 0 0
  328 0 690 0 592 0 593 0 616 0 92 0 47 0 111 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 50 5 130 5 150 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_infantry2_nco 23._Rheinische_Infanterie-Regiment Colour_Bearer 0 133169152 0 0 19 0 0
  329 0 690 0 593 0 174 0 616 0 92 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_infantry2_officer 23._Rheinische_Infanterie-Regiment Officer 0 133169152 0 0 19 0 0
  330 0 659 0 606 0 70 0 5 0 112 0 700 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_infantry2_drum 23._Rheinische_Infanterie-Regiment Drummer 0 133169152 0 0 19 0 0
  331 0 690 0 593 0 616 0 92 0 701 0 105 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_infantry2_flute 23._Rheinische_Infanterie-Regiment Fifer 0 133169152 0 0 19 0 0
  332 0 690 0 593 0 616 0 92 0 106 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_infantry_kurmark 3._Kurmarkische_Landwehr-Regiment Line_Infantry 0 133169152 0 0 8 0 0
  333 0 334 0 692 0 589 0 590 0 591 0 94 0 95 0 47 0 111 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 50 5 130 5 150 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_infantry_kurmark_nco 3._Kurmark_Landwehr Colour_Bearer 0 133169152 0 0 19 0 0
  335 0 692 0 589 0 590 0 591 0 176 0 94 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_infantry_kurmark_officer 3._Kurmark_Landwehr Officer 0 133169152 0 0 19 0 0
  336 0 692 0 589 0 590 0 591 0 63 0 5 0 112 0 700 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_infantry_kurmark_drum 3._Kurmark_Landwehr Drummer 0 133169152 0 0 19 0 0
  337 0 692 0 589 0 590 0 591 0 105 0 701 0 94 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_infantry_kurmark_flute 3._Kurmark_Landwehr Fifer 0 133169152 0 0 19 0 0
  338 0 692 0 589 0 590 0 591 0 106 0 94 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_infantry_freikorps Lutzowsches_Freikorps Line_Infantry 0 133169152 0 0 8 0 0
  348 0 699 0 593 0 93 0 47 0 111 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 50 5 130 5 150 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_infantry_freikorps_nco Lutzowsches_Freikorps Colour_Bearer 0 133169152 0 0 19 0 0
  349 0 699 0 593 0 176 0 93 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_infantry_freikorps_officer Lutzowsches_Freikorps Officer 0 133169152 0 0 19 0 0
  350 0 699 0 615 0 63 0 5 0 112 0 700 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_infantry_freikorps_drum Lutzowsches_Freikorps Drummer 0 133169152 0 0 19 0 0
  351 0 699 0 593 0 105 0 701 0 93 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_infantry_freikorps_flute Lutzowsches_Freikorps Fifer 0 133169152 0 0 19 0 0
  352 0 699 0 593 0 106 0 93 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_infantry_15 1._Garde-Regiment_zu_Fuss Foot_Guard 0 133169152 0 0 8 0 0
  315 0 670 0 605 0 92 0 47 0 111 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 50 5 145 5 150 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_infantry_15_nco 1._Garde-Regiment_zu_Fuss Colour_Bearer 0 133169152 0 0 19 0 0
  316 0 670 0 603 0 175 0 92 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_infantry_15_officer 1._Garde-Regiment_zu_Fuss Officer 0 133169152 0 0 19 0 0
  317 0 670 0 604 0 70 0 5 0 112 0 700 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_infantry_15_drum 1._Garde-Regiment_zu_Fuss Drummer 0 133169152 0 0 19 0 0
  318 0 670 0 602 0 92 0 105 0 701 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_infantry_15_flute 1._Garde-Regiment_zu_Fuss Fifer 0 133169152 0 0 19 0 0
  319 0 670 0 602 0 92 0 106 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_infantry_rifle Schlesische_Schutzen Rifleman 0 133169152 0 0 8 0 0
  310 0 311 0 691 0 593 0 69 0 26 0 111 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 50 5 90 5 206 5 30
2586 131072 0 48 135168 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_infantry_rifle_nco Schlesische_Jaeger Sergeant 0 133169152 0 0 19 0 0
  312 0 691 0 593 0 69 0 26 0 111 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 50 5 90 5 206 5 30
2586 131072 0 48 135168 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_infantry_rifle_officer Schlesische_Jaeger Officer 0 133169152 0 0 19 0 0
  313 0 670 0 607 0 700 0 70 0 5 0 112 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 135168 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_infantry_rifle_horn Schlesische_Jaeger Hornist 0 133169152 0 0 19 0 0
  314 0 691 0 593 0 69 0 107 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 135168 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_dragoon 6._Neumarkische_Dragoner Dragoon 0 133170176 0 0 8 0 0
  306 0 695 0 696 0 601 0 83 0 16 0 111 0 734 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 120 5 30 5 125 5 30
2586 131072 0 5 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_dragoon_nco 6._Dragoner_Regiment Sergeant 0 133170176 0 0 19 0 0
  307 0 695 0 696 0 601 0 177 0 83 0 16 0 111 0 734 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 120 5 30 5 125 5 30
2586 131072 0 5 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_dragoon_officer 6._Dragoner_Regiment Officer 0 133170176 0 0 19 0 0
  308 0 695 0 696 0 600 0 83 0 5 0 112 0 734 0 700 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 120 5 30 5 80 5 30
2586 131072 0 5 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_dragoon_trumpet 6._Dragoner_Regiment Trumpeter 0 133170176 0 0 19 0 0
  309 0 695 0 696 0 601 0 83 0 108 0 735 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 120 5 30 5 80 5 30
2586 131072 0 5 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_hussar 1._Leib-Husaren-Regiment_(Totenkopfhusaren) Hussar 0 133170176 0 0 8 0 0
  323 0 697 0 595 0 83 0 732 0 733 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 160 5 30 5 30 5 30
2586 131072 0 6 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_hussar_nco Death's_Head_Hussar_Regiment Sergeant 0 133170176 0 0 19 0 0
  324 0 697 0 595 0 177 0 83 0 732 0 733 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 160 5 30 5 30 5 30
2586 131072 0 6 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_hussar_officer Death's_Head_Hussar_Regiment Officer 0 133170176 0 0 19 0 0
  325 0 326 0 698 0 596 0 700 0 5 0 83 0 112 0 732 0 733 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 160 5 30 5 30 5 30
2586 131072 0 6 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_hussar_trumpet Death's_Head_Hussar_Regiment Trumpeter 0 133170176 0 0 19 0 0
  327 0 697 0 595 0 108 0 83 0 732 0 733 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 160 5 30 5 30 5 30
2586 131072 0 6 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_landwehr_cav Westfalische_Landwehrkavallerie Lancer 0 133170176 0 0 8 0 0
  339 0 693 0 608 0 122 0 83 0 730 0 731 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 50 5 130 5 40 5 30
2586 131072 0 6 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_landwehr_cav_nco Westfalische_Landwehrkavallerie Sergeant 0 133170176 0 0 19 0 0
  340 0 693 0 608 0 177 0 83 0 730 0 731 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 150 5 30 5 30 5 30
2586 131072 0 6 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_landwehr_cav_officer Westfalische_Landwehrkavallerie Officer 0 133170176 0 0 19 0 0
  341 0 659 0 609 0 83 0 5 0 112 0 730 0 731 0 700 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 150 5 30 5 30 5 30
2586 131072 0 6 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_landwehr_cav_trumpet Westfalische_Landwehrkavallerie Trumpeter 0 133170176 0 0 19 0 0
  342 0 693 0 608 0 108 0 83 0 730 0 731 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 150 5 30 5 30 5 30
2586 131072 0 6 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_cuirassier 3._Brandenburgische_Kurassier_Regiment Heavy_Cavalry 0 133170176 0 0 8 0 0
  344 0 695 0 696 0 613 0 53 0 736 0 737 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 150 5 30 5 30 5 30
2586 131072 0 6 339968 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_cuirassier_nco 3._Brandenburgische_Kurassier_Regiment Sergeant 0 133170176 0 0 19 0 0
  345 0 695 0 696 0 613 0 53 0 736 0 737 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 150 5 30 5 30 5 30
2586 131072 0 6 339968 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_cuirassier_officer 3._Brandenburgische_Kurassier_Regiment Officer 0 133170176 0 0 19 0 0
  346 0 695 0 696 0 613 0 703 0 1 0 112 0 55 0 736 0 737 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 150 5 30 5 30 5 30
2586 131072 0 6 339968 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_cuirassier_trumpet 3._Brandenburgische_Kurassier_Regiment Trumpeter 0 133170176 0 0 19 0 0
  347 0 695 0 696 0 614 0 108 0 53 0 736 0 737 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 150 5 30 5 30 5 30
2586 131072 0 6 339968 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_arty 36._Regiment_der_Fussartillerie Artillery 0 133169152 0 0 8 0 0
  320 0 690 0 599 0 182 0 181 0 93 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 70 5 30 5 30 5 30
2586 131072 0 49 204800 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_arty_nco 36._Regiment_der_Fussartillerie Artillery_Train 0 133169152 0 0 19 0 0
  321 0 695 0 599 0 181 0 760 0 765 0 93 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 30 5 30 5 30
2586 131072 0 49 204800 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_arty_officer 36._Regiment_der_Fussartillerie Officer 0 133169152 0 0 19 0 0
  322 0 659 0 598 0 70 0 181 0 700 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 30 5 30 5 30
2586 131072 0 49 204800 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_sapper 4._Mansfelder_Pionierskorps Engineer 0 133169152 0 0 8 0 0
  353 0 679 0 610 0 93 0 186 0 188 0 189 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 70 5 30 5 30 5 30
2586 131072 0 48 204800 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_prussian_blucher Generalfeldmarschall_Gebhard_von_Blucher Commander 0 133170176 0 0 8 0 0
  343 0 694 0 597 0 66 0 736 0 700 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 130 5 30 5 30 5 30
2586 131072 0 6 339968 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_partizan Partizani Partisan_Irregulars 0 133169152 0 0 9 0 0
  391 0 392 0 655 0 656 0 617 0 476 0 477 0 478 0 479 0 480 0 617 0 452 0 111 0 16 0 128 0 129 0 130 0 127 0 132 0 131 0 73 0 133 0 134 0 72 0 79 0 80 0 135 0 136 0 137 0 138 0 20 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 130 80 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_opol Sankt-Peterburzhskoye_Opolcheniye Line_Militia 0 133169152 0 0 9 0 0
  371 0 655 0 656 0 617 0 111 0 16 0 126 0 72 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 50 5 130 5 150 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_opol_nco St_Petersburg_Opolcheniye Colour_Bearer 0 133169152 0 0 20 0 0
  370 0 654 0 618 0 154 0 67 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_opol_officer St_Petersburg_Opolcheniye Officer 0 133169152 0 0 20 0 0
  370 0 654 0 618 0 70 0 112 0 5 0 700 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_infantry Simbirskiy_Pehotniy_Polk Line_Infantry 0 133169152 0 0 9 0 0
  354 0 645 0 646 0 452 0 111 0 43 0 67 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 50 5 130 5 150 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_infantry_nco Simbirsk_Infantry_Regiment Colour_Bearer 0 133169152 0 0 20 0 0
  355 0 645 0 646 0 474 0 159 0 160 0 67 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_infantry_officer Simbirsk_Infantry_Regiment Officer 0 133169152 0 0 20 0 0
  356 0 645 0 646 0 473 0 70 0 112 0 5 0 700 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_infantry_drum Simbirsk_Infantry_Regiment Drummer 0 133169152 0 0 20 0 0
  357 0 645 0 646 0 452 0 701 0 105 0 67 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_infantry_flute Simbirsk_Infantry_Regiment Fifer 0 133169152 0 0 20 0 0
  358 0 645 0 646 0 452 0 106 0 67 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_grenadier Pavlovskiy_Grenaderskiy_Polk Line_Infantry 0 133169152 0 0 9 0 0
  383 0 645 0 646 0 449 0 111 0 43 0 67 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 50 5 130 5 150 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_grenadier_nco Pavlovskiy_Grenadier_Regiment Colour_Bearer 0 133169152 0 0 20 0 0
  382 0 645 0 646 0 449 0 155 0 156 0 67 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_grenadier_officer Pavlovskiy_Grenadier_Regiment Officer 0 133169152 0 0 20 0 0
  381 0 645 0 646 0 449 0 70 0 112 0 5 0 700 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_grenadier_drum Pavlovskiy_Grenadier_Regiment Drummer 0 133169152 0 0 20 0 0
  357 0 645 0 646 0 449 0 701 0 105 0 67 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_grenadier_flute Pavlovskiy_Grenadier_Regiment Fifer 0 133169152 0 0 20 0 0
  358 0 645 0 646 0 449 0 106 0 67 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_foot_guard Leib-Gvardii_Preobrazhenskiy_Polk Foot_Guard 0 133169152 0 0 9 0 0
  374 0 645 0 646 0 471 0 111 0 43 0 67 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 50 5 145 5 150 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_foot_guard_nco Preobrazhenskiy_Guard_Regiment Colour_Bearer 0 133169152 0 0 20 0 0
  373 0 645 0 646 0 470 0 157 0 158 0 67 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_foot_guard_officer Preobrazhenskiy_Guard_Regiment Officer 0 133169152 0 0 20 0 0
  372 0 645 0 646 0 469 0 76 0 112 0 5 0 700 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_foot_guard_drum Preobrazhenskiy_Guard_Regiment Drummer 0 133169152 0 0 20 0 0
  375 0 645 0 646 0 472 0 701 0 105 0 67 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_foot_guard_flute Preobrazhenskiy_Guard_Regiment Fifer 0 133169152 0 0 20 0 0
  376 0 645 0 646 0 472 0 106 0 67 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_infantry_rifle 21-y_Yegerskiy_Polk Rifleman 0 133169152 0 0 9 0 0
  379 0 657 0 467 0 26 0 16 0 111 0 69 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 50 5 90 5 206 5 30
2586 131072 0 48 135168 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_infantry_rifle_nco 21st_Jaeger_Regiment Sergeant 0 133169152 0 0 20 0 0
  378 0 657 0 466 0 26 0 16 0 111 0 69 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 50 5 90 5 206 5 30
2586 131072 0 48 135168 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_infantry_rifle_officer 21st_Jaeger_Regiment Officer 0 133169152 0 0 20 0 0
  377 0 657 0 473 0 5 0 112 0 71 0 700 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 135168 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_infantry_rifle_horn 21st_Jaeger_Regiment Hornist 0 133169152 0 0 20 0 0
  380 0 657 0 467 0 107 0 93 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 135168 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_hussar Sumskoy_Gusarskiy_Polk Hussar 0 133170176 0 0 9 0 0
  361 0 649 0 464 0 64 0 743 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 160 5 30 5 30 5 30
2586 131072 0 6 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_hussar_nco Sumskiy_Hussar_Regiment Colour_Bearer 0 133170176 0 0 20 0 0
  360 0 647 0 648 0 463 0 161 0 64 0 743 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 160 5 30 5 30 5 30
2586 131072 0 6 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_hussar_officer Sumskiy_Hussar_Regiment Officer 0 133170176 0 0 20 0 0
  359 0 650 0 462 0 112 0 5 0 64 0 743 0 700 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 160 5 30 5 30 5 30
2586 131072 0 6 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_hussar_trumpet Sumskiy_Hussar_Regiment Trumpeter 0 133170176 0 0 20 0 0
  362 0 647 0 648 0 465 0 108 0 64 0 743 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 160 5 30 5 30 5 30
2586 131072 0 6 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_uhlan Litovskiy_Ulanskiy_Polk Lancer 0 133170176 0 0 9 0 0
  395 0 661 0 483 0 125 0 64 0 742 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 50 5 130 5 40 5 30
2586 131072 0 6 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_uhlan_nco Lithuanian_Uhlans Colour_Bearer 0 133170176 0 0 20 0 0
  394 0 661 0 482 0 161 0 64 0 742 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 150 5 30 5 30 5 30
2586 131072 0 6 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_uhlan_officer Lithuanian_Uhlans Officer 0 133170176 0 0 20 0 0
  393 0 661 0 481 0 112 0 5 0 64 0 742 0 700 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 150 5 30 5 30 5 30
2586 131072 0 6 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_uhlan_trumpet Lithuanian_Uhlans Trumpeter 0 133170176 0 0 20 0 0
  396 0 661 0 484 0 108 0 64 0 742 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 150 5 30 5 30 5 30
2586 131072 0 6 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_cossack Donskoy_Kazachiy_Polk Lancer 0 133170176 0 0 9 0 0
  368 0 652 0 461 0 124 0 63 0 75 0 738 0 739 0 740 0 741 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 90 5 130 5 40 5 30
2586 131072 0 6 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_cossack_nco Don_Cossacks Sergeant 0 133170176 0 0 20 0 0
  368 0 652 0 460 0 63 0 738 0 739 0 740 0 741 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 150 5 30 5 30 5 30
2586 131072 0 6 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_cossack_officer Don_Cossacks Officer 0 133170176 0 0 20 0 0
  367 0 652 0 459 0 112 0 5 0 63 0 738 0 739 0 740 0 741 0 700 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 150 5 30 5 30 5 30
2586 131072 0 6 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_dragoon Kievskiy_Dragunskiy_Polk Dragoon 0 133170176 0 0 9 0 0
  389 0 659 0 660 0 450 0 16 0 19 0 111 0 65 0 744 0 700 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 120 5 30 5 125 5 30
2586 131072 0 5 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_dragoon_nco Kiev_Dragoon_Regiment Colour_Bearer 0 133170176 0 0 20 0 0
  388 0 659 0 660 0 450 0 161 0 65 0 744 0 700 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 120 5 30 5 125 5 30
2586 131072 0 5 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_dragoon_officer Kiev_Dragoon_Regiment Officer 0 133170176 0 0 20 0 0
  387 0 659 0 660 0 450 0 112 0 5 0 65 0 744 0 700 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 120 5 30 5 80 5 30
2586 131072 0 5 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_dragoon_trumpet Kiev_Dragoon_Regiment Trumpeter 0 133170176 0 0 20 0 0
  390 0 659 0 660 0 451 0 108 0 65 0 744 0 700 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 120 5 30 5 80 5 30
2586 131072 0 5 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_horse_guard Kavalergardskiy_Polk Cuirassier 0 133170176 0 0 9 0 0
  363 0 651 0 453 0 66 0 745 0 702 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 140 5 30 5 30 5 30
2586 131072 0 6 339968 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_horse_guard_nco Chevaliers-Gardes Colour_Bearer 0 133170176 0 0 20 0 0
  364 0 651 0 453 0 161 0 66 0 745 0 702 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 140 5 30 5 30 5 30
2586 131072 0 6 339968 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_horse_guard_officer Chevaliers-Gardes Officer 0 133170176 0 0 20 0 0
  365 0 651 0 454 0 112 0 5 0 66 0 745 0 702 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 140 5 30 5 30 5 30
2586 131072 0 6 339968 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_horse_guard_trumpet Chevaliers-Gardes Trumpeter 0 133170176 0 0 20 0 0
  366 0 659 0 660 0 455 0 108 0 66 0 745 0 700 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 140 5 30 5 30 5 30
2586 131072 0 6 339968 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_arty 8-ya_Batarejnaya_Rota Artillery 0 133169152 0 0 9 0 0
  386 0 658 0 458 0 182 0 181 0 67 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 70 5 30 5 30 5 30
2586 131072 0 49 204800 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_arty_nco Artillery Artillery_Train 0 133169152 0 0 20 0 0
  385 0 660 0 457 0 181 0 67 0 758 0 763 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 30 5 30 5 30
2586 131072 0 49 204800 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_arty_officer Artillery Officer 0 133169152 0 0 20 0 0
  384 0 658 0 456 0 70 0 181 0 700 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 30 5 30 5 30
2586 131072 0 49 204800 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_russian_sapper Saper Engineer 0 133169152 0 0 9 0 0
  397 0 665 0 475 0 77 0 187 0 188 0 189 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 70 5 30 5 30 5 30
2586 131072 0 48 204800 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_kutuzov Feldmarshal_Mikhail_Kutuzov Commander 0 133170176 0 0 9 0 0
  369 0 653 0 468 0 66 0 745 0 700 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 130 5 30 5 30 5 30
2586 131072 0 6 339968 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_infantry Infantrie_Regiment_Erzherzog_Rudolf_Nr._14 Line_Infantry 0 133169152 0 0 10 0 0
  398 0 548 0 662 0 111 0 45 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 50 5 130 5 150 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_infantry_nco Infantrie_Regiment_Erzherzog_Rudolf_Nr._14 Colour_Bearer 0 133169152 0 0 21 0 0
  399 0 546 0 662 0 178 0 88 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_infantry_officer Infantrie_Regiment_Erzherzog_Rudolf_Nr._14 Officer 0 133169152 0 0 21 0 0
  400 0 547 0 670 0 70 0 112 0 5 0 700 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_infantry_drum Infantrie_Regiment_Erzherzog_Rudolf_Nr._14 Drummer 0 133169152 0 0 21 0 0
  401 0 548 0 662 0 701 0 105 0 88 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_infantry_flute Infantrie_Regiment_Erzherzog_Rudolf_Nr._14 Fifer 0 133169152 0 0 21 0 0
  402 0 548 0 662 0 106 0 88 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_infantry2 Infantrie_Regiment_Freiherr_von_Wacquant_Nr._62 Line_Infantry 0 133169152 0 0 10 0 0
  403 0 548 0 663 0 111 0 45 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 50 5 130 5 150 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_infantry2_nco Infantrie_Regiment_Freiherr_von_Wacquant_Nr._62 Colour_Bearer 0 133169152 0 0 21 0 0
  404 0 546 0 663 0 178 0 88 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_infantry2_officer Infantrie_Regiment_Freiherr_von_Wacquant_Nr._62 Officer 0 133169152 0 0 21 0 0
  405 0 547 0 664 0 70 0 112 0 5 0 700 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_infantry2_drum Infantrie_Regiment_Freiherr_von_Wacquant_Nr._62 Drummer 0 133169152 0 0 21 0 0
  406 0 548 0 663 0 701 0 105 0 88 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_infantry2_flute Infantrie_Regiment_Freiherr_von_Wacquant_Nr._62 Fifer 0 133169152 0 0 21 0 0
  407 0 548 0 663 0 106 0 88 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_grenzer Grenz_Regiment_Oguliner_Nr._3 Line/Light_Infantry 0 133169152 0 0 10 0 0
  414 0 545 0 663 0 45 0 26 0 20 0 111 0 91 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 50 5 105 5 170 5 30
2586 131072 0 48 135168 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_grenzer_nco Grenz_Regiment_Oguliner_Nr._3 Colour_Bearer 0 133169152 0 0 21 0 0
  415 0 546 0 663 0 179 0 91 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 135168 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_grenzer_officer Grenz_Regiment_Oguliner_Nr._3 Officer 0 133169152 0 0 21 0 0
  416 0 544 0 664 0 5 0 112 0 71 0 700 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 135168 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_grenzer_drum Grenz_Regiment_Oguliner_Nr._3 Drummer 0 133169152 0 0 21 0 0
  417 0 545 0 663 0 701 0 105 0 91 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 135168 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_grenzer_flute Grenz_Regiment_Oguliner_Nr._3 Fifer 0 133169152 0 0 21 0 0
  418 0 545 0 663 0 106 0 91 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 135168 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_grenadier Grenadier_Battalion_Purcell Foot_Guard 0 133169152 0 0 10 0 0
  408 0 409 0 539 0 663 0 111 0 45 0 88 0 700 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 50 5 145 5 150 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_grenadier_nco Grenadier_Battalion_Purcell Colour_Bearer 0 133169152 0 0 21 0 0
  410 0 539 0 663 0 179 0 88 0 700 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_grenadier_officer Grenadier_Battalion_Purcell Officer 0 133169152 0 0 21 0 0
  411 0 543 0 664 0 70 0 112 0 5 0 700 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_grenadier_drum Grenadier_Battalion_Purcell Drummer 0 133169152 0 0 21 0 0
  412 0 539 0 663 0 701 0 105 0 88 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_grenadier_flute Grenadier_Battalion_Purcell Fifer 0 133169152 0 0 21 0 0
  413 0 539 0 663 0 106 0 88 0 700 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_infantry_rifle Jaeger_Battalion_2 Rifleman 0 133169152 0 0 10 0 0
  419 0 540 0 665 0 26 0 111 0 90 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 50 5 90 5 206 5 30
2586 131072 0 48 135168 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_infantry_rifle_nco Jaeger_Battalion_2 Sergeant 0 133169152 0 0 21 0 0
  420 0 540 0 665 0 26 0 111 0 90 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 50 5 90 5 206 5 30
2586 131072 0 48 135168 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_infantry_rifle_officer Jaeger_Battalion_2 Officer 0 133169152 0 0 21 0 0
  421 0 541 0 666 0 5 0 112 0 71 0 700 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 135168 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_infantry_rifle_horn Jaeger_Battalion_2 Hornist 0 133169152 0 0 21 0 0
  422 0 540 0 665 0 107 0 90 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 80 5 50 5 30
2586 131072 0 48 135168 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_hussar Husar_Regiment_Graf_von_Hessen-Homburg_Nr._4 Hussar 0 133170176 0 0 10 0 0
  439 0 551 0 667 0 707 0 83 0 747 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 160 5 30 5 30 5 30
2586 131072 0 6 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_hussar_nco Husar_Regiment_Graf_von_Hessen-Homburg_Nr._4 Colour_Bearer 0 133170176 0 0 21 0 0
  440 0 549 0 667 0 707 0 180 0 83 0 747 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 160 5 30 5 30 5 30
2586 131072 0 6 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_hussar_officer Husar_Regiment_Graf_von_Hessen-Homburg_Nr._4 Officer 0 133170176 0 0 21 0 0
  442 0 550 0 667 0 707 0 112 0 5 0 83 0 747 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 160 5 30 5 30 5 30
2586 131072 0 6 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_hussar_trumpet Husar_Regiment_Graf_von_Hessen-Homburg_Nr._4 Trumpeter 0 133170176 0 0 21 0 0
  441 0 552 0 667 0 707 0 108 0 83 0 747 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 160 5 30 5 30 5 30
2586 131072 0 6 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_uhlan Ulan_Regiment_Schwarzenberg_Nr._2 Lancer 0 133170176 0 0 10 0 0
  431 0 535 0 668 0 707 0 123 0 83 0 746 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 50 5 130 5 40 5 30
2586 131072 0 6 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_uhlan_nco Ulan_Regiment_Schwarzenberg_Nr._2 Colour_Bearer 0 133170176 0 0 21 0 0
  431 0 535 0 668 0 707 0 180 0 83 0 746 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 150 5 30 5 30 5 30
2586 131072 0 6 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_uhlan_officer Ulan_Regiment_Schwarzenberg_Nr._2 Officer 0 133170176 0 0 21 0 0
  434 0 536 0 668 0 707 0 112 0 5 0 83 0 746 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 150 5 30 5 30 5 30
2586 131072 0 6 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_uhlan_trumpet Ulan_Regiment_Schwarzenberg_Nr._2 Trumpeter 0 133170176 0 0 21 0 0
  431 0 537 0 668 0 707 0 108 0 83 0 746 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 150 5 30 5 30 5 30
2586 131072 0 6 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_light_horse Chevauleger_Regiment_Furst_von_Hohenzollern_Nr._2 Light_Horse 0 133170176 0 0 10 0 0
  423 0 533 0 671 0 707 0 16 0 111 0 65 0 748 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 90 5 30 5 125 5 30
2586 131072 0 6 135168 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_light_horse_nco Chevauleger_Regiment_Furst_von_Hohenzollern_Nr._2 Colour_Bearer 0 133170176 0 0 21 0 0
  424 0 533 0 671 0 707 0 180 0 65 0 748 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 100 5 30 5 125 5 30
2586 131072 0 6 135168 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_light_horse_officer Chevauleger_Regiment_Furst_von_Hohenzollern_Nr._2 Officer 0 133170176 0 0 21 0 0
  426 0 532 0 671 0 707 0 112 0 5 0 65 0 748 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 100 5 30 5 80 5 30
2586 131072 0 6 135168 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_light_horse_trumpet Chevauleger_Regiment_Furst_von_Hohenzollern_Nr._2 Trumpeter 0 133170176 0 0 21 0 0
  425 0 534 0 671 0 707 0 108 0 65 0 748 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 100 5 30 5 80 5 30
2586 131072 0 6 135168 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_dragoon Dragoner_Regiment_Erzherzog_Ferdinand_Nr._5 Dragoon 0 133170176 0 0 10 0 0
  427 0 533 0 671 0 707 0 16 0 111 0 65 0 749 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 120 5 30 5 125 5 30
2586 131072 0 5 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_dragoon_nco Dragoner_Regiment_Erzherzog_Ferdinand_Nr._5 Colour_Bearer 0 133170176 0 0 21 0 0
  428 0 533 0 671 0 707 0 180 0 65 0 749 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 120 5 30 5 125 5 30
2586 131072 0 5 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_dragoon_officer Dragoner_Regiment_Erzherzog_Ferdinand_Nr._5 Officer 0 133170176 0 0 21 0 0
  430 0 532 0 671 0 707 0 112 0 5 0 65 0 749 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 120 5 30 5 80 5 30
2586 131072 0 5 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_dragoon_trumpet Dragoner_Regiment_Erzherzog_Ferdinand_Nr._5 Trumpeter 0 133170176 0 0 21 0 0
  429 0 534 0 671 0 707 0 108 0 65 0 749 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 120 5 30 5 80 5 30
2586 131072 0 5 208896 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_cuirassier Kurassier_Regiment_Kaiser_Franz_Nr._1 Cuirassier 0 133170176 0 0 10 0 0
  443 0 533 0 671 0 702 0 82 0 750 0 702 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 140 5 30 5 30 5 30
2586 131072 0 6 339968 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_cuirassier_nco Kurassier_Regiment_Kaiser_Franz_Nr._1 Colour_Bearer 0 133170176 0 0 21 0 0
  444 0 533 0 671 0 702 0 180 0 82 0 750 0 702 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 140 5 30 5 30 5 30
2586 131072 0 6 339968 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_austrian_cuirassier_officer Kurassier_Regiment_Kaiser_Franz_Nr._1 Officer 0 133170176 0 0 21 0 0
  446 0 532 0 671 0 702 0 112 0 5 0 82 0 750 0 702 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  12 10 15 15 20
 140 5 30 5 30 5 30
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trp_companion_4 Alexandre_Durand Alexandre_Durand 0 268435472 0 0 1 0 0
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trp_companion_5 Antoine_Richard Antoine_Richard 0 268435472 0 0 1 0 0
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trp_companion_6 Alexis_Moreau Alexis_Moreau 0 268435472 0 0 1 0 0
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trp_companion_7 Jules_Dubois Jules_Dubois 0 268435472 0 0 1 0 0
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trp_companion_8 Matteo_Robert Matteo_Robert 0 268435472 0 0 1 0 0
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trp_companion_9 Julien_Laurent Julien_Laurent 0 268435472 0 0 1 0 0
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trp_companion_10 Samuel_Simon Samuel_Simon 0 268435472 0 0 1 0 0
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trp_companion_11 Noe_Michel Noe_Michel 0 268435472 0 0 1 0 0
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trp_companion_12 Corentin_Leroy Corentin_Leroy 0 268435472 0 0 1 0 0
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trp_companion_13 Jeremy_Garcia Jeremy_Garcia 0 268435472 0 0 1 0 0
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trp_companion_14 Charles_Lefebvre Charles_Lefebvre 0 268435472 0 0 1 0 0
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trp_companion_15 Eliott_Roux Eliott_Roux 0 268435472 0 0 1 0 0
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trp_companion_16 Theo_David Theo_David 0 268435472 0 0 1 0 0
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trp_companion_17 Romain_Bertrand Romain_Bertrand 0 268435472 0 0 1 0 0
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trp_companion_18 Quentin_Fournier Quentin_Fournier 0 268435472 0 0 1 0 0
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[close]

Wait, so what was wrong with the code in troops.txt? I've edited this txt file before for some of Betaknight's mini-mods, and never have I been kicked for cheating. Did I use a symbol or something that can't go into the file?
Title: Re: Have a question about Modding? Ask Here!
Post by: weaverwarrior12 on August 30, 2013, 05:09:35 am
How would somebody get the model of the NW musket in OpenBRF for editing.
Also, how do you create a gun model from scratch (Not the texture.
Title: Re: Have a question about Modding? Ask Here!
Post by: O`Finnegan on August 30, 2013, 05:14:05 am
Hi! In My Mod Venture West. We Have All The Models Done, And The Sound Files / Music. And Some Of The Textures. I Now Need To You Know.. Take All Those Files And Put Them In - Game. I Was Told Python? So, Is There Any Really Good Tutorials For Adding Stuff In - Game. I've Looked At Tale Worlds, But The Stuff Is Out Dated. (And Yes, I Will Never Stop Capitalizing)

Thanks For The Help! :D
Title: Re: Have a question about Modding? Ask Here!
Post by: Menelaos on August 30, 2013, 05:16:58 am
You're trying to make a mod without any remote knowledge of code? The guides seem fine to me, they probably can support you better over there.
Title: Re: Have a question about Modding? Ask Here!
Post by: O`Finnegan on August 30, 2013, 05:18:41 am
I Have Knowledge Of Coding, But Python Not So Much.
Title: Re: Have a question about Modding? Ask Here!
Post by: Artaxias on August 30, 2013, 06:30:44 am
Is it possible to have cannons on ships (schooners) if we make the cannons part of the ship model, and just have load/fire points on the ship? Would it be possible to code?
Title: Re: Have a question about Modding? Ask Here!
Post by: weaverwarrior12 on August 30, 2013, 10:48:05 pm
What music can you use for modding and such for title music.
Can it be copyright?
Title: Re: Have a question about Modding? Ask Here!
Post by: kpetschulat on August 30, 2013, 10:51:07 pm
Music cannot be copyright... If it is for your personal use, then feel free to put any music you want. However, FSE will NOT give you yourn own mod board, or support you on these forums if you use copyright'ed material.
Title: Re: Have a question about Modding? Ask Here!
Post by: Viktor 90th on August 31, 2013, 12:51:29 am
Wait, so what was wrong with the code in troops.txt? I've edited this txt file before for some of Betaknight's mini-mods, and never have I been kicked for cheating. Did I use a symbol or something that can't go into the file?
I am pretty sure that was it, or perhaps you'd edited something earlier; wrong.
Title: Re: Have a question about Modding? Ask Here!
Post by: weaverwarrior12 on August 31, 2013, 06:16:45 am
What is the correct version of Python to use.
There are so many downloads and I dont know what to download.
Title: Re: Have a question about Modding? Ask Here!
Post by: weaverwarrior12 on August 31, 2013, 06:23:47 am
Also, ive taken a look at the modding tutorials on the modifications board and they are all for native. Do I use the same thing for native or do I have to change the code for Napoleonic Wars?
If someone could please tell me how that'd be great.
I am really new to this stuff, so if someone has an up to date tutorial that would be great.
Title: Re: Have a question about Modding? Ask Here!
Post by: weaverwarrior12 on September 03, 2013, 11:50:19 pm
Python can't open the .py files.
Whenever I try to open the build_modules.
I get an error like this but for all .py files.
Python: can't open file 'process_troops.py': [Errno 2] No such file or directory. Directory Change does not remove error
Title: Re: Have a question about Modding? Ask Here!
Post by: Conte_Gravina on September 12, 2013, 12:32:55 pm
Very quick question, is it possible to change the Reticule?

Title: Re: Have a question about Modding? Ask Here!
Post by: kpetschulat on September 12, 2013, 04:44:37 pm
Yes. Open it in GIMP2 or Photoshop, you'll need a .dds plugin. The file itself is ui_gadgets.dds.
Title: Re: Have a question about Modding? Ask Here!
Post by: Madbull on September 14, 2013, 04:06:41 am
Trying to set up the mod folder, and when I double click the .bat It gives me this:

http://shrib.com/Cdc13Vkv
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on September 14, 2013, 09:33:34 am
For Venture West right?
Title: Re: Have a question about Modding? Ask Here!
Post by: Griff Redstorm on September 14, 2013, 10:09:35 am
Hi everyone , any ideas about how to make .lod files?
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on September 14, 2013, 10:30:26 am
Compute Lod. When you right click a model.
Title: Re: Have a question about Modding? Ask Here!
Post by: Madbull on September 14, 2013, 06:14:23 pm
For Venture West right?

Yep.
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on September 14, 2013, 06:15:39 pm
Okay, PM me how close it is to finishing 'cos Finny is hardly on.
Title: Re: Have a question about Modding? Ask Here!
Post by: Frappiller on September 19, 2013, 05:37:41 am
Le'Roy O`Finnegan: "Edited Modules_troops, Built The Mod, But All The Custom Classes Are Under Specialist?, Even Though They Are All Either Cav Or Infantry. Help
Title: Re: Have a question about Modding? Ask Here!
Post by: Gokiller on September 19, 2013, 11:42:36 am
Trying to set up the mod folder, and when I double click the .bat It gives me this:

http://shrib.com/Cdc13Vkv
Quote
SyntaxError: invalid syntax
Could Not Find C:\Users\Spencer Kasper\Desktop\Napoleonic Wars Sourcecode\Source
code\mm dev - MS\*.pyc
In other words, you failed to read the file itself. Where is stated.

Quote
# Point export_dir to the folder you will be keeping your module
# Make sure you use forward slashes (/) and NOT backward slashes (\)

export_dir = "../WOTS/Modules/Native/"
#export_dir = "C:/Program Files/Mount&Blade/Modules/Native/"
Unless you noticed your mistake yourself in the last 5 days...



Le'Roy O`Finnegan: "Edited Modules_troops, Built The Mod, But All The Custom Classes Are Under Specialist?, Even Though They Are All Either Cav Or Infantry. Help
Can you be a bit more specific? Show the code for example. Apart from that please dont use a capital in every ******* word. It's annoying as hell to read.
Title: Re: Have a question about Modding? Ask Here!
Post by: Grimsight on September 23, 2013, 08:52:10 am
Is there a way to remove a unit class from the game, such as fifers, ensigns, etc?
Also is there a way to rename the Infantry, Cavalry, and Specialist tabs?

edit: 1 more.. How would I rename the default class of units? I am able to rename things such as ensign and officer easily, but renaming default classes seems to be more challenging...
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on September 26, 2013, 06:32:38 pm
Where is the animation file for With Fire and Sword? Because all I see is the ReadMe file saying "Place your Resource files here."

Please help me.
Title: Re: Have a question about Modding? Ask Here!
Post by: Gokiller on September 27, 2013, 03:42:26 pm
Where is the animation file for With Fire and Sword? Because all I see is the ReadMe file saying "Place your Resource files here."

Please help me.
Most likely the same way as it works with Warband.
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on September 27, 2013, 05:08:04 pm
Do you mean Native? If so how?
Title: Re: Have a question about Modding? Ask Here!
Post by: Gokiller on September 28, 2013, 11:59:43 am
C:\Program Files (x86)\Steam\SteamApps\common\MountBlade Warband\CommonRes

Thats where they should be located. However then on F&S af course.
Title: Re: Have a question about Modding? Ask Here!
Post by: weaverwarrior12 on September 29, 2013, 12:41:37 am
I can't seem to find the new module system file on the Taleworlds page for NW.
Title: Re: Have a question about Modding? Ask Here!
Post by: MadManYo on September 29, 2013, 10:05:28 am
How do I get bayonets fixed and unfixed ingame?
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on September 29, 2013, 10:08:22 am
Look at this mod's files https://www.fsegames.eu/forum/index.php?topic=4076.0
Title: Re: Have a question about Modding? Ask Here!
Post by: DanyEle on September 29, 2013, 10:39:58 am
But he will never implement stuff if he's not a coder and writes his own code for creating attachable/detachable bayonets. I worked on such system for Iron Europe, and these threads were extremely useful to me.

http://forums.taleworlds.com/index.php/topic,272505.0.html

http://forums.taleworlds.com/index.php/topic,264320.msg6328303.html#msg6328303

I can't seem to find the new module system file on the Taleworlds page for NW.

Which one do you need? NW's or Native's ?

Is there a way to remove a unit class from the game, such as fifers, ensigns, etc?
Also is there a way to rename the Infantry, Cavalry, and Specialist tabs?

edit: 1 more.. How would I rename the default class of units? I am able to rename things such as ensign and officer easily, but renaming default classes seems to be more challenging...

Yes, in the module_troops.py file you can do all you want.

Le'Roy O`Finnegan: "Edited Modules_troops, Built The Mod, But All The Custom Classes Are Under Specialist?, Even Though They Are All Either Cav Or Infantry. Help

I know why, i had a similar problem once too. But i'm not going to answer until you stop using CaPiTaL $W4661$H letters.
Title: Re: Have a question about Modding? Ask Here!
Post by: weaverwarrior12 on September 29, 2013, 11:34:54 am
Some questions I have been wanting to know for a while.

1. How would I "distribute" the mod after it is done? Do I make the module file I copied from NW that's in my modules folder in Warband for people to download, or is there a separate module folder? Also, how would I compress the file in a .zip, like I see most mods do?

2. How would someone "re-size" a model once it's done to fit in the game?

3.Can I just use some NW weapons,uniforms,animations,etc?
If so, how?

4.Where do I edit the uniforms,weapons,flags,troops,and factions? Do I edit the Module system folder or the actual module folder I copied from NW, found in my Warband modules folder.

A lot of questions but nevertheless important ones.
Title: Re: Have a question about Modding? Ask Here!
Post by: MadManYo on September 29, 2013, 11:43:30 am
How does someone replace shakos with Tricorns?
Title: Re: Have a question about Modding? Ask Here!
Post by: weaverwarrior12 on September 29, 2013, 11:54:58 am
How does someone replace shakos with Tricorns?

Depends, are you downloading a model for a tricorn or are you making one?
Title: Re: Have a question about Modding? Ask Here!
Post by: MadManYo on September 29, 2013, 12:19:02 pm
How does someone replace shakos with Tricorns?

Depends, are you downloading a model for a tricorn or are you making one?
I didn't know you could download a model. Where would I find these models of tricorns?
Title: Re: Have a question about Modding? Ask Here!
Post by: Thompson on September 29, 2013, 03:52:33 pm
How do I make a totally new hat by re-skinning it?
*EXAMPLE*
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fimg387.imageshack.us%2Fimg387%2F2310%2Fgerm1al0.jpg&hash=50901204385813bf97532998487aaa36c065b358)
[close]
Title: Re: Have a question about Modding? Ask Here!
Post by: weaverwarrior12 on September 29, 2013, 08:22:45 pm
How does someone replace shakos with Tricorns?

Depends, are you downloading a model for a tricorn or are you making one?
I didn't know you could download a model. Where would I find these models of tricorns?

I know of a few threads that have a tricorn model on them, but I can't find them.
Title: Re: Have a question about Modding? Ask Here!
Post by: DanyEle on September 30, 2013, 02:40:44 pm
Some questions I have been wanting to know for a while.

1. How would I "distribute" the mod after it is done? Do I make the module file I copied from NW that's in my modules folder in Warband for people to download, or is there a separate module folder? Also, how would I compress the file in a .zip, like I see most mods do?

2. How would someone "re-size" a model once it's done to fit in the game?

3.Can I just use some NW weapons,uniforms,animations,etc?
If so, how?

4.Where do I edit the uniforms,weapons,flags,troops,and factions? Do I edit the Module system folder or the actual module folder I copied from NW, found in my Warband modules folder.

A lot of questions but nevertheless important ones.

1.If you can't answer the first question by yourself, in my opinion that means you don't have enough experience to make a mod. Firstly, collaborate to other projects, then try to make your own one. Else, it won't have success (i'm talking with cognitio causae , i commited this mistake some time ago).
2.Use OpenBRF
3.Sure, if you create a NW mod. Again, you need experience with Warband's engine and you can't acquire that skill in a day ( Rome was not built in a day, and no mod i know has been build in a day).
4.Here are some useful guides.

http://forums.taleworlds.com/index.php/topic,240255.0.html

http://forums.taleworlds.com/index.php?topic=142422.0

How do I make a totally new hat by re-skinning it?
*EXAMPLE*
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fimg387.imageshack.us%2Fimg387%2F2310%2Fgerm1al0.jpg&hash=50901204385813bf97532998487aaa36c065b358)
[close]

Re-skin means modifying the texture. So, if you want to re-skin a hat, just open the correct Texture of the hat you wanna edit.(You can see which textures are assigned to each item in the Resource file, using the search function in OpenBRF).
Title: Re: Have a question about Modding? Ask Here!
Post by: kpetschulat on September 30, 2013, 02:59:39 pm
DanyEle, besides being so damn condescending about other people trying to make mods, just help them. Forget about your little snipits of "if you don't know that, you shouldn't be modding." It helps no one, and makes you look like an asshole. Just needed to share that, bubba. There's too much negativity on these forums, and you contribute to it, as most of us do.
Title: Re: Have a question about Modding? Ask Here!
Post by: Gokiller on September 30, 2013, 03:08:51 pm
DanyEle, besides being so damn condescending about other people trying to make mods, just help them. Forget about your little snipits of "if you don't know that, you shouldn't be modding." It helps no one, and makes you look like an asshole. Just needed to share that, bubba. There's too much negativity on these forums, and you contribute to it, as most of us do.
Ehh? He is helping him, he's providing him with usefull links... For the rest what he said is true.
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on September 30, 2013, 03:32:28 pm
DanyEle, besides being so damn condescending about other people trying to make mods, just help them. Forget about your little snipits of "if you don't know that, you shouldn't be modding." It helps no one, and makes you look like an asshole. Just needed to share that, bubba. There's too much negativity on these forums, and you contribute to it, as most of us do.
Well... I made the mistake of making a mod while I didn't know how to model at ALL. Don't try making a mod if you can't do anything properly. Take it from me. And I think Dany was trying say you shouldn't make a mod not as in mod like make models and such...
Title: Re: Have a question about Modding? Ask Here!
Post by: kpetschulat on September 30, 2013, 03:51:00 pm
DanyEle, besides being so damn condescending about other people trying to make mods, just help them. Forget about your little snipits of "if you don't know that, you shouldn't be modding." It helps no one, and makes you look like an asshole. Just needed to share that, bubba. There's too much negativity on these forums, and you contribute to it, as most of us do.
Ehh? He is helping him, he's providing him with usefull links... For the rest what he said is true.

All the guy did was ask what the easiest way fileshare his mod. DanyEle insisted that if he doesn't know, he shouldn't be modding. Didn't even answer that question. You can use MediaFire, Dropbox (which I use), and many others.
Title: Re: Have a question about Modding? Ask Here!
Post by: Gokiller on September 30, 2013, 03:58:25 pm
DanyEle, besides being so damn condescending about other people trying to make mods, just help them. Forget about your little snipits of "if you don't know that, you shouldn't be modding." It helps no one, and makes you look like an asshole. Just needed to share that, bubba. There's too much negativity on these forums, and you contribute to it, as most of us do.
Ehh? He is helping him, he's providing him with usefull links... For the rest what he said is true.

All the guy did was ask what the easiest way fileshare his mod. DanyEle insisted that if he doesn't know, he shouldn't be modding. Didn't even answer that question. You can use MediaFire, Dropbox (which I use), and many others.
I doubt that was his reall question.
Quote
1. How would I "distribute" the mod after it is done? Do I make the module file I copied from NW that's in my modules folder in Warband for people to download, or is there a separate module folder? Also, how would I compress the file in a .zip, like I see most mods do?
Where did you see him ask what the easiest way is to fileshare his mod? No where. He is basicly asking what he should upload.  However it's quite difficult to understand.

Unless I'm blind then that is his question.
Title: Re: Have a question about Modding? Ask Here!
Post by: kpetschulat on September 30, 2013, 04:05:59 pm
Oh, wow. I read that sooo wrong. I'm wrong, I'll admit it. But, my statement to DanyEle stands. I have seen him have that attitude with other people before. It's not helpful in anyway, and just makes the person questioning feel like shit, as I did when i was trying to make my Stalingrad mod...
Title: Re: Have a question about Modding? Ask Here!
Post by: DanyEle on September 30, 2013, 06:37:12 pm
All these questions are about basic stuff that every person wanting to make their own mod should know. I started off with those guides, and i'd suggest that other people do the same, if they want to start modding. Would you have preferred me to simply not answer instead of trying to help him as best as i could, trying to actually teach something, instead of leading him step-by-step to the solution of his answers? It'd have taken me probably 30+ lines to answer all that and he'd come back to this thread asking more and more things...
Title: Re: Have a question about Modding? Ask Here!
Post by: kpetschulat on September 30, 2013, 06:42:52 pm
Then LET HIM ask more questions. Learning new things is all about questions and trial and error. If you don't have the patience to help someone with something they're entirely new to, don't help them, rather than being condescending. You did help him with some things, and you could see that as his questions changed. Just trying to take this from a logical standpoint. I was the same way when i first started. I asked LOTS of questions, go ahead and ask BetaKnight, who taught me what I know.
Title: Re: Have a question about Modding? Ask Here!
Post by: DanyEle on September 30, 2013, 06:52:14 pm
He's free to ask all the questions he wants,

Learning new things is all about questions and trial and error.

Nobody was born learned and errare humanums est, sed perseverare diabolicum!
Title: Re: Have a question about Modding? Ask Here!
Post by: kpetschulat on September 30, 2013, 07:04:59 pm
Uhm, why couldn't you just put that terribly worded sentence all in English? Are you trying to prove something by fusing English and Latin? :o
Title: Re: Have a question about Modding? Ask Here!
Post by: DanyEle on September 30, 2013, 07:21:15 pm
That not everybody knows latin :D , but that just means that all the human beings commit mistakes, and that's a common habit. But repeating those mistakes over time without learning from your errors, is not something is not a good habit for a person. BTW, if you look it up on google, you'd certainly get a better explaination. We're going a little OT though.
Title: Re: Have a question about Modding? Ask Here!
Post by: kpetschulat on September 30, 2013, 07:24:00 pm
That not everybody knows latin :D , but that just means that all the human beings commit mistakes, and that's a common habit. But repeating those mistakes over time without learning from your errors, is not something is not a good habit for a person. BTW, if you look it up on google, you'd certainly get a better explaination. We're going a little OT though.

Funny thing is, I did use Google and it came up with some really botchy English grammar. It might almost no sense. Something about being diabolical is all i got. But, the definition of insanity: Doing the same thing over and over again expecting different results each time. That's what you pretty much said. Guess we're all insane. I'm cool with that, I have my mental problems, you have yours, she has hers, that tranny has its, you get the point... ;)
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on September 30, 2013, 08:05:20 pm
And so peace reigned down again.
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on September 30, 2013, 08:12:08 pm
Now for that the knight of Beta hath come.
Title: Re: Have a question about Modding? Ask Here!
Post by: TheBritishLoyalist on October 04, 2013, 12:27:04 am
im dev of the fight for canada war of 1812 mod for NW and i would like to know how to remove backpacks from british units because to my knowledge in canada they did not wear backpacks in 1812 in battle how do i remove them?
Title: Re: Have a question about Modding? Ask Here!
Post by: Thompson on October 04, 2013, 12:51:22 am
How do I make a model?
Like a new hat for example. Something that doesn't already exist in the game.
Title: Re: Have a question about Modding? Ask Here!
Post by: Hammerstout on October 05, 2013, 01:08:38 am
Spoiler
(https://i.imgur.com/nMzWhpU.jpg)
[close]
How to edit the alpha channels to get rid of the regiments number?
Title: Re: Have a question about Modding? Ask Here!
Post by: weaverwarrior12 on October 05, 2013, 08:25:28 pm
Thanks
Title: Re: Have a question about Modding? Ask Here!
Post by: Gokiller on October 07, 2013, 10:02:27 am
im dev of the fight for canada war of 1812 mod for NW and i would like to know how to remove backpacks from british units because to my knowledge in canada they did not wear backpacks in 1812 in battle how do i remove them?
Remove them from the brf file.
Title: Re: Have a question about Modding? Ask Here!
Post by: Grimsight on October 15, 2013, 08:24:53 am
I've been working on a mod for a while. One of the things I need is a script that does the following: When a player joins they are initially assigned to team 1, and once they die they are swapped to team 2 for the rest of the round. Players would also automatically be assigned to team 2 if they were to join a minute after the round has started.

I'm not just asking anyone to make it for me, but I have no idea where to start and would love it if someone could guide me along the way.

Edit: Just to clarify, this is for Multiplayer on NW
Title: Re: Have a question about Modding? Ask Here!
Post by: Harybo on October 16, 2013, 11:48:41 am
How do I get rid of these seams so that they look more natural and are less visible?
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fs16.postimg.org%2F5j5kz0a9h%2Fseam.jpg&hash=81843ca1c1752e40873e3a49f387bbd5d8d2db32)
[close]
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fs23.postimg.org%2Fj7jdgk6d7%2FCapture.jpg&hash=652af50a74f4839456bc381f7de371c020b11f3a)
[close]
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fs22.postimg.org%2Fc823pytdt%2Fseam2.jpg&hash=60c481b311b0f0c50691b9e19b1db9d49bb541ae)
[close]
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on October 17, 2013, 02:48:45 am
Texture Map pic please
Title: Re: Have a question about Modding? Ask Here!
Post by: Harybo on October 17, 2013, 05:08:59 pm
Texture Map pic please
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fs12.postimg.org%2F4olw7xlvh%2Ftexture.jpg&hash=4e587c9a057bff6e150330958066ee222ff5a4fc)
[close]
Here is the uv map with the texture below it. THe end of the arms got kinda screwed up but that's because the model was sort of folded at the front, but it doesn't show up badly so thats no the problem.
Title: Re: Have a question about Modding? Ask Here!
Post by: Willhelm on October 19, 2013, 10:41:31 pm
Just texture under the UV map using it as a layer to for tracing don't colour it directly.
Title: Re: Have a question about Modding? Ask Here!
Post by: Marsh on October 20, 2013, 07:54:45 pm
I just modded some British uniforms and equipment, and it all came out shiny, anyone know why?

I made them all .dds DXT1 files, so I dont see what the problem is.
Title: Re: Have a question about Modding? Ask Here!
Post by: Gokiller on October 22, 2013, 09:47:20 am
You´ve any screens? And with modded, I presume you mean re-textured?
Nvm just noticed you made a thread about it lol.
Title: Re: Have a question about Modding? Ask Here!
Post by: Dom13WorstNW on October 25, 2013, 06:19:09 am
Well For some reason whenever I try to install a skin for a unit it doesn't work. I put the .dds files in the Textures folder and .brf in the Resource folder.

Im not sure but could it be because I recently downloaded this (https://www.fsegames.eu/forum/index.php?topic=9907.0)?
Title: Re: Have a question about Modding? Ask Here!
Post by: kpetschulat on October 25, 2013, 06:29:30 am
Absolutely. That mod changed everything. :P
Title: Re: Have a question about Modding? Ask Here!
Post by: Dom13WorstNW on October 25, 2013, 06:42:08 am
Absolutely. That mod changed everything. :P

well this is awk.  Bringing back my old NW folder 

EDIT:  Still having trouble installing skins  :-[

I am downloading Bulgarski Chetnici  Bulgarian rebels during April Uprising (replace Leib-Gvardii Preobrazhenskiy Polk) (https://www.fsegames.eu/forum/index.php?topic=5396.0)

ive installed many before but now it doesn't want to work  :P
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on October 25, 2013, 03:26:36 pm
What happens? Does it simply not appear in game?
Title: Re: Have a question about Modding? Ask Here!
Post by: Raddeo on October 26, 2013, 12:37:01 pm
Excacly, what is the problem? If you're talking about musicians without legs ( :P ) I've uploaded new version which fix that.

Btw. I think that my thread would be better place for your question than this topic :)
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on October 27, 2013, 12:22:42 am
Btw. I think that my thread would be better place for your question than this topic :)
A bit elitist are we?  8)
This thread is where all modding questions goes, texturing is a part of it. It is proper.
Title: Re: Have a question about Modding? Ask Here!
Post by: Raddeo on October 27, 2013, 01:34:04 am
We are not :)
Imho in this thread he should ask about things like "how can I make a texture" or "how to add script like that to my mod". It was different question - "why doesn't Raddeo's skin work". Maybe skin doesn't work because I've done something wrong. Asking in my thread would let me see this and help him much quicker. That's all.
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on October 27, 2013, 01:59:02 am
'twas a joke  ;)

But yeah if you have a problem with a certain skin belonging to someone else then go to them.
Title: Re: Have a question about Modding? Ask Here!
Post by: Colonel Howe on October 27, 2013, 05:08:51 pm
I'd like to mod. But my derp mind can't get around all the technical reading on help forums and I think you need photoshop right? Which I don't have. If someone could maybe teach me their sexy ways, I would give you blowjobs and cookies.

Spoiler
I trade sexual favors and baked goods for modding capabilities
[close]
Title: Re: Have a question about Modding? Ask Here!
Post by: Bramif on October 27, 2013, 05:12:44 pm
I'd like to mod. But my derp mind can't get around all the technical reading on help forums and I think you need photoshop right? Which I don't have. If someone could maybe teach me their sexy ways, I would give you blowjobs and cookies.

Spoiler
I trade sexual favors and baked goods for modding capabilities
[close]
Well instead of photoshop you can always use gimp.
Title: Re: Have a question about Modding? Ask Here!
Post by: Colonel Howe on October 27, 2013, 05:14:26 pm
Oh yeah. Forgot about GIMP. Still I would need help on how to apply all that and stuff
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on October 28, 2013, 03:51:38 am
I'd like to mod. But my derp mind can't get around all the technical reading on help forums and I think you need photoshop right? Which I don't have. If someone could maybe teach me their sexy ways, I would give you blowjobs and cookies.

Spoiler
I trade sexual favors and baked goods for modding capabilities
[close]
Meet me at 8pm around the corner of tgi fridays.
Title: Re: Have a question about Modding? Ask Here!
Post by: Commissar Jdf on October 28, 2013, 04:01:00 am
I'd like to mod. But my derp mind can't get around all the technical reading on help forums and I think you need photoshop right? Which I don't have. If someone could maybe teach me their sexy ways, I would give you blowjobs and cookies.

Spoiler
I trade sexual favors and baked goods for modding capabilities
[close]
Meet me at 8pm around the corner of tgi fridays.

I'll go with beta if you throw in some potato skins
Title: Re: Have a question about Modding? Ask Here!
Post by: Colonel Howe on October 28, 2013, 01:19:13 pm
And that kids is how you mod.
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on October 28, 2013, 02:29:35 pm
I need help, why can't I see any walls?

(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fcloud-3.steampowered.com%2Fugc%2F559863671810698920%2F9915C2F6B8DD994E35CB460A61A5900083678795%2F&hash=be3b4e33d5743785369c906143915c94f72cba9d)

It only works when I verify the integrity game of cache, but I don't want to do that because I've made so much stuff for it.

Can anyone help?
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on October 28, 2013, 02:42:14 pm
Which brf's did you modify and do note that this is for modding not for technical issues. Nonetheless I am willing to help  :)
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on October 28, 2013, 02:45:34 pm
:) I just modified uniforms for all the factions.
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on October 28, 2013, 07:23:33 pm
Alright, in order for you not to lose ur mods just copy the brf files you edited and the dds files you edited into another folder and thats it. Verify. Odd though...
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on October 28, 2013, 08:07:30 pm
I did, but when I pasted it back the same problem happened. I never edited any files to do with buildings.
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on October 28, 2013, 08:18:36 pm
I did, but when I pasted it back the same problem happened. I never edited any files to do with buildings.
try it without the mod. Andt tell me which brf's you edited, specifically.
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on October 28, 2013, 08:33:40 pm
The brfs I edited are the following.

mm_french_hats
mm_french_swords
mm_french_uniforms
mm_russian_uniforms
mmanimations
mmaustrianhats
mmaustrianuniforms
mmbrithats
mmbrituniforms
mmprushats
mmprusuniforms
nw_custom_anim
shipcrew

Title: Re: Have a question about Modding? Ask Here!
Post by: George385 on October 29, 2013, 05:58:18 am
new modder here xD

How do i use the nw source code? how do i set it up?
Title: Re: Have a question about Modding? Ask Here!
Post by: Gokiller on October 29, 2013, 01:22:22 pm
http://forums.taleworlds.com/index.php/board,64.0.html

Go read through the threads, they pretty much explain exactly how to.
Title: Re: Have a question about Modding? Ask Here!
Post by: Blobmania on October 29, 2013, 01:24:18 pm
http://forums.taleworlds.com/index.php/topic,5408.0.html (http://forums.taleworlds.com/index.php/topic,5408.0.html)

That link tells you how to set up the Python compiler for the source code. You'll also need to download the source code itself here:

http://forums.taleworlds.com/index.php/topic,282473.0.html (http://forums.taleworlds.com/index.php/topic,282473.0.html)

I also strongly suggest downloading Notepad++ - it's a text editor specifically designed for scripting, and makes the entire process of reading and writing code that much more manageable.

http://notepad-plus-plus.org/ (http://notepad-plus-plus.org/)
Title: Re: Have a question about Modding? Ask Here!
Post by: MagicTeatowel on October 29, 2013, 01:27:49 pm
Could anyone point me in the direction of modeling for beginners?

I used to architecture stuff on Google Sketch-up so I though I would take it to gaming :D
Title: Re: Have a question about Modding? Ask Here!
Post by: Gokiller on October 29, 2013, 03:06:31 pm
Does anyone actually look at this thread? https://www.fsegames.eu/forum/index.php?topic=3481.0
Title: Re: Have a question about Modding? Ask Here!
Post by: DanyEle on October 29, 2013, 06:57:23 pm
Does anyone actually look at this thread? https://www.fsegames.eu/forum/index.php?topic=3481.0

Don't think so
Title: Re: Have a question about Modding? Ask Here!
Post by: MagicTeatowel on October 29, 2013, 08:38:51 pm
How do I get rid of Shaders on Wings3D  >:( ?

And how do you make edges show, even if you not in edges mode?
Title: Re: Have a question about Modding? Ask Here!
Post by: Dom13WorstNW on October 30, 2013, 06:40:01 am
anyone know what the reticle file name is?  I installed a new reticle but cant get rid of it. I verified game and uninstalled and reinstalled. But it doesn't go away D;
Title: Re: Have a question about Modding? Ask Here!
Post by: kpetschulat on October 30, 2013, 07:23:09 am
ui_gadgets.dds

You can find it in your textures folder for Warband. (DO NOT CHANGE THE NW ui_gadgets.dds)
Title: Re: Have a question about Modding? Ask Here!
Post by: Dom13WorstNW on October 30, 2013, 07:34:30 am
ui_gadgets.dds

You can find it in your textures folder for Warband. (DO NOT CHANGE THE NW ui_gadgets.dds)

k thx
Title: Re: Have a question about Modding? Ask Here!
Post by: Harybo on November 01, 2013, 08:58:42 am
Does anyone know why this happens when I UV unwrap? All the seams I have marked make sense but when I unwrap some of it just goes all over the place
 
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fs24.postimg.org%2Fby6zpmwdh%2Fhelp.jpg&hash=a7d22ae1f119061919b1604a89a0584c6a806787)
[close]
Title: Re: Have a question about Modding? Ask Here!
Post by: Willhelm on November 01, 2013, 11:15:54 am
Does anyone know why this happens when I UV unwrap? All the seams I have marked make sense but when I unwrap some of it just goes all over the place
 
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fs24.postimg.org%2Fby6zpmwdh%2Fhelp.jpg&hash=a7d22ae1f119061919b1604a89a0584c6a806787)
[close]

Don't UV map the entire thing at once, select parts you want to map, do it, then move it into position and repeat. You'll want to tick the box which says "Keep uv and edit mode mesh in sync" on the UV map window.
Title: Re: Have a question about Modding? Ask Here!
Post by: Harybo on November 02, 2013, 09:39:30 am

Don't UV map the entire thing at once, select parts you want to map, do it, then move it into position and repeat. You'll want to tick the box which says "Keep uv and edit mode mesh in sync" on the UV map window.

Thanks, I tried that and got it to work for some parts of the model, but there are 2 parts that still show up messed up when I unwrap them, even individually
Here is an example of one:
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fs12.postimg.org%2F8c70jvcal%2FCapture.jpg&hash=5a3435f6bbbc179e5c0f7f158492646573e8cd31)
[close]
Title: Re: Have a question about Modding? Ask Here!
Post by: Colonel Howe on November 04, 2013, 02:52:56 am
I was wondering:
Could someone here teach me their ways? Like friend me on steam and we could spend the weekend going over this stuff? I know there are tutorials but I need someone in the moment to teach me in laymans terms because I so nub. If you could, I'd love you forever and pay you in love and blowjerbs. Looking at you Betaknight. Sorry I didn't make it to TGI Fridays :(
Title: Re: Have a question about Modding? Ask Here!
Post by: Harybo on November 04, 2013, 11:24:19 am
I was wondering:
Could someone here teach me their ways? Like friend me on steam and we could spend the weekend going over this stuff? I know there are tutorials but I need someone in the moment to teach me in laymans terms because I so nub. If you could, I'd love you forever and pay you in love and blowjerbs. Looking at you Betaknight. Sorry I didn't make it to TGI Fridays :(

What exactly do u want to learn?
If it's modeling, watch this video: [youtube]http://www.youtube.com/watch?v=5HKu5_KO5aw[/youtube]
It was the first I watched on modelling and basically taught me all the basics. You can also learn a lot from just trying to make any model you want and then pressing different buttons to see what they do and also just learning over time as you make models

Texturing is also quite simple in theory if you know basic photoshop, and there are lots of tutorials to show you whatever you need to do, so for both basic texturing and modeling I don't really think you need that in-depth help. The hardest thing to understand would probably be UV unwrapping, certain settings, and getting textures from your models, but otherwise a lot of it is quite logical once you start to play around with it. If you are committed and actually want to learn then it won't be so difficult as you think
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on November 04, 2013, 02:45:26 pm
It is just trial and error. We learn from other peoples opinion. 3D Art thread in Talesworld helps.
As he said it's simple if you have patience and are commited.

Spoiler
btw, I was left alone waiting the whole time...
[close]
Title: Re: Have a question about Modding? Ask Here!
Post by: Willhelm on November 04, 2013, 05:10:51 pm

Don't UV map the entire thing at once, select parts you want to map, do it, then move it into position and repeat. You'll want to tick the box which says "Keep uv and edit mode mesh in sync" on the UV map window.

Thanks, I tried that and got it to work for some parts of the model, but there are 2 parts that still show up messed up when I unwrap them, even individually
Here is an example of one:
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fs12.postimg.org%2F8c70jvcal%2FCapture.jpg&hash=5a3435f6bbbc179e5c0f7f158492646573e8cd31)
[close]

Hmm, try mapping in faces mode.
Title: Re: Have a question about Modding? Ask Here!
Post by: Colonel Howe on November 04, 2013, 11:37:17 pm
I was wondering:
Could someone here teach me their ways? Like friend me on steam and we could spend the weekend going over this stuff? I know there are tutorials but I need someone in the moment to teach me in laymans terms because I so nub. If you could, I'd love you forever and pay you in love and blowjerbs. Looking at you Betaknight. Sorry I didn't make it to TGI Fridays :(

What exactly do u want to learn?
If it's modeling, watch this video: [youtube]http://www.youtube.com/watch?v=5HKu5_KO5aw[/youtube]
It was the first I watched on modelling and basically taught me all the basics. You can also learn a lot from just trying to make any model you want and then pressing different buttons to see what they do and also just learning over time as you make models

Texturing is also quite simple in theory if you know basic photoshop, and there are lots of tutorials to show you whatever you need to do, so for both basic texturing and modeling I don't really think you need that in-depth help. The hardest thing to understand would probably be UV unwrapping, certain settings, and getting textures from your models, but otherwise a lot of it is quite logical once you start to play around with it. If you are committed and actually want to learn then it won't be so difficult as you think
I would like to do what Beta   8) does, make uniforms and stuff. Could that be done in this here Blender and if so, is Blender free? Also is doing something like making uniforms texturing and modeling combined? Too add, for something like that, is there coding involved? Sry for nub question.
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on November 05, 2013, 02:57:59 am
Beta =
Blender = Free
Beta = Not use Blender
Blender > Wings3D
Title: Re: Have a question about Modding? Ask Here!
Post by: MadManYo on November 05, 2013, 09:20:33 pm
How would i change Highland Cathedral To Auld Lang Syne
Title: Re: Have a question about Modding? Ask Here!
Post by: FKP_Blucher on November 06, 2013, 05:19:58 am
Hello world im alive again on these fourms and I have now one question. Is it possible to add more skins in the module skins? I know that only shows male and female but u know say if i were to want to add like fantasy elves to be a chosen thing is that possible? :D  Cause when i add my custom skins/heads etc... It still says select male or female... I have checked everywhere! :D
Title: Re: Have a question about Modding? Ask Here!
Post by: Harybo on November 06, 2013, 07:04:35 am

I would like to do what Beta   8) does, make uniforms and stuff. Could that be done in this here Blender and if so, is Blender free? Also is doing something like making uniforms texturing and modeling combined? Too add, for something like that, is there coding involved? Sry for nub question.
To make uniforms you need to know how to make models and textures because the model is what you play with in-game and the texture is what covers it and gives it colors. You can model and create the basic, uncolored textures in blender, but you need something like photoshop to fill in the texture and give it color. No you don't need to code. np its good that people are willing to learn, its a really fun skill to have and gives support for more mods
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on November 06, 2013, 01:34:51 pm

I would like to do what Beta   8) does, make uniforms and stuff. Could that be done in this here Blender and if so, is Blender free? Also is doing something like making uniforms texturing and modeling combined? Too add, for something like that, is there coding involved? Sry for nub question.
To make uniforms you need to know how to make models and textures because the model is what you play with in-game and the texture is what covers it and gives it colors. You can model and create the basic, uncolored textures in blender, but you need something like photoshop to fill in the texture and give it color. No you don't need to code. np its good that people are willing to learn, its a really fun skill to have and gives support for more mods
Not completely true, The model is the base, you only need to learn how to UV map. Modelling is something different. But I'd suggest to learn both plus rigging and animation.
Once again not true. You don't necesarily need Photoshop. You can also use Gimp or which ever program you feel comfortable with that can achieve textures with details (No. Microsoft Paint is not one of them).
It is a fun skill to have. And if in the future you decide to take up designing, it would come in handy.
Although coding is not needed to texture, BUT for adding models to the mod/game (in this case, obviously the code can be used for many other things).
Remember it takes time and patience to achieve. And trial and error.
Title: Re: Have a question about Modding? Ask Here!
Post by: Harybo on November 06, 2013, 01:49:21 pm

 To make uniforms you need to know how to make models and textures because the model is what you play with in-game and the texture is what covers it and gives it colors. You can model and create the basic, uncolored textures in blender, but you need something like photoshop to fill in the texture and give it color. No you don't need to code. np its good that people are willing to learn, its a really fun skill to have and gives support for more mods
Not completely true, The model is the base, you only need to learn how to UV map. Modelling is something different. But I'd suggest to learn both plus rigging and animation.
Once again not true. You don't necesarily need Photoshop. You can also use Gimp or which ever program you feel comfortable with that can achieve textures with details (No. Microsoft Paint is not one of them).
It is a fun skill to have. And if in the future you decide to take up designing, it would come in handy.
Although coding is not needed to texture, BUT for adding models to the mod/game (in this case, obviously the code can be used for many other things).
Remember it takes time and patience to achieve. And trial and error.
Well its still true since you control the model in game and the model is what you see as a 3d object when playing. I just did not say the complete definition or explanation since I did not refer to it as a base.

That's why I said "something like Photoshop"

And you actually don't need to code if you are just replacing models and textures for NW because you can just rename your new ones as the same thing as the old ones and replace your models with the original models.
Title: Re: Have a question about Modding? Ask Here!
Post by: Harybo on November 06, 2013, 02:00:10 pm

Hmm, try mapping in faces mode.

Thanks, I tried that and some other stuff and got it to work
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on November 06, 2013, 02:00:32 pm

 To make uniforms you need to know how to make models and textures because the model is what you play with in-game and the texture is what covers it and gives it colors. You can model and create the basic, uncolored textures in blender, but you need something like photoshop to fill in the texture and give it color. No you don't need to code. np its good that people are willing to learn, its a really fun skill to have and gives support for more mods
Not completely true, The model is the base, you only need to learn how to UV map. Modelling is something different. But I'd suggest to learn both plus rigging and animation.
Once again not true. You don't necesarily need Photoshop. You can also use Gimp or which ever program you feel comfortable with that can achieve textures with details (No. Microsoft Paint is not one of them).
It is a fun skill to have. And if in the future you decide to take up designing, it would come in handy.
Although coding is not needed to texture, BUT for adding models to the mod/game (in this case, obviously the code can be used for many other things).
Remember it takes time and patience to achieve. And trial and error.
Well its still true since you control the model in game and the model is what you see as a 3d object when playing. I just did not say the complete definition or explanation since I did not refer to it as a base.

That's why I said "something like Photoshop"

And you actually don't need to code if you are just replacing models and textures for NW because you can just rename your new ones as the same thing as the old ones and replace your models with the original models.
That's why I said not completely true.
I explained a bit more in-depth, forgot about that part. I do apologize
Sometimes you do. Take hats for example, sometimes they are linked to other units. Let's not forget the pants epidemic. Yes, you can add it as a compliment to the uniform. But it's still much work.
Title: Re: Have a question about Modding? Ask Here!
Post by: Harybo on November 06, 2013, 02:12:01 pm

That's why I said not completely true.
I explained a bit more in-depth, forgot about that part. I do apologize
Sometimes you do. Take hats for example, sometimes they are linked to other units. Let's not forget the pants epidemic. Yes, you can add it as a compliment to the uniform. But it's still much work.

I know, it really doesn't matter but what I said is completely true as far as I know because nothing I said is untrue, but what I said may not be the complete definition, and that is where you added information.
Np its fine
Yes that's true for units that share a model, like pants for example you would have to do some coding.
Title: Re: Have a question about Modding? Ask Here!
Post by: Admaa on November 06, 2013, 02:32:19 pm
My post is no longer needed, sorry! <3
Title: Re: Have a question about Modding? Ask Here!
Post by: ćwieku89 on November 10, 2013, 09:02:47 pm
Hi everyone :D I have ,a simple cuestion :)
Is there any chance to move modification from Mount & Blade:Warband to Napoleonic Wars ?
And if not just why ? what are the problems with it :)
Title: Re: Have a question about Modding? Ask Here!
Post by: Fridericus on November 12, 2013, 05:04:29 pm
I'm using Photoshop and nVidia's DDS plugin. When I save the skin the alpha won't save and give me the following result:

http://sv.tinypic.com/view.php?pic=2e5vamp&s=5#.UoJQI-Jh4yc

Black boxes around the edited parts. If I try to save in a format which save the alpha the changes I made won't save, it still shows up as for this very instance 51st, when I'm trying to change the text to 68th.
Title: Re: Have a question about Modding? Ask Here!
Post by: Blobmania on November 12, 2013, 05:20:54 pm
It needs to be saved at Dx5 compression (IIRC) for the Alpha channel to be saved.
Title: Re: Have a question about Modding? Ask Here!
Post by: Fridericus on November 12, 2013, 05:32:12 pm
It needs to be saved at Dx5 compression (IIRC) for the Alpha channel to be saved.

If I try to save it as DXT5 the changes I made don't show. The number on the backpack should be 68, but still displays as 51.

http://i43.tinypic.com/2zpp37s.jpg
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on November 12, 2013, 10:58:06 pm
Where is the aiming animation for WFaS?
Title: Re: Have a question about Modding? Ask Here!
Post by: kpetschulat on November 12, 2013, 11:38:19 pm
In the WFaS Resource files...
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on November 12, 2013, 11:58:59 pm
I can't find it.
Title: Re: Have a question about Modding? Ask Here!
Post by: kpetschulat on November 13, 2013, 12:23:46 am
Do you have WFaS?
Title: Re: Have a question about Modding? Ask Here!
Post by: Willhelm on November 13, 2013, 02:14:12 am
He can't find it because it's probably hidden in the anim_human clusterfuck. It's only the crossbow aim animation from native anyway, why do you want it?
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on November 13, 2013, 04:33:06 pm
Do you have WFaS?

Yes.  :)

He can't find it because it's probably hidden in the anim_human clusterfuck. It's only the crossbow aim animation from native anyway, why do you want it?

I want to find it because I don't like the original animation for aiming. I want to use the one I posted in Minor Modifications so the gun's closer to your face and the shoulder isn't showing too much on the screen.

Where is the crossbow aim animation anyway? For WFaS.
Title: Re: Have a question about Modding? Ask Here!
Post by: Willhelm on November 13, 2013, 09:27:10 pm
Dont really know, i'd just edit the default NW one.
Title: Re: Have a question about Modding? Ask Here!
Post by: Carolus on November 14, 2013, 04:16:24 pm
I'm also wondering what the correct way is to save textures.
Title: Re: Have a question about Modding? Ask Here!
Post by: kpetschulat on November 14, 2013, 04:26:50 pm
(.dds) = Texture source files. If you're just editing texture files, this is what you save it as. However, make sure before editing them you have a .dds plugin for whatever photo editing software you are using (GIMP2, Photoshop, etc.).
Title: Re: Have a question about Modding? Ask Here!
Post by: Carolus on November 14, 2013, 04:41:29 pm
(.dds) = Texture source files. If you're just editing texture files, this is what you save it as. However, make sure before editing them you have a .dds plugin for whatever photo editing software you are using (GIMP2, Photoshop, etc.).

That I have, use the NVIDIA Tools for CS5. But my issue is when it comes to saving. After editing a texture I can save it as DXT1, but that leaves black boxes around the edited parts. If I save it as DXT5 and keep the alpha channels no changes show up on the uniform.
Title: Re: Have a question about Modding? Ask Here!
Post by: kpetschulat on November 14, 2013, 05:04:15 pm
Strange. It's been awhile since I retextured something. I'll check for you later or tomorrow, or maybe one of the better more notable modders can help.
Title: Re: Have a question about Modding? Ask Here!
Post by: Blobmania on November 14, 2013, 05:20:11 pm
It sounds like it might only be exporting one layer (probably the one you have selected at the time, but also possibly just the top layer). Try merging the visible layers into another layer and moving it to the top of the pile, and selecting it, before you export.
Title: Re: Have a question about Modding? Ask Here!
Post by: Carolus on November 14, 2013, 05:24:00 pm
It sounds like it might only be exporting one layer (probably the one you have selected at the time, but also possibly just the top layer). Try merging the visible layers into another layer and moving it to the top of the pile, and selecting it, before you export.

Tried merging everything into one layer and selecting it before saving, but no luck. Black boxes still encircle the edited parts.
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on November 14, 2013, 07:44:59 pm
It sounds like it might only be exporting one layer (probably the one you have selected at the time, but also possibly just the top layer). Try merging the visible layers into another layer and moving it to the top of the pile, and selecting it, before you export.

Tried merging everything into one layer and selecting it before saving, but no luck. Black boxes still encircle the edited parts.
I know dis: Go to Channels tab and click the alpha, edit it there. Thats what adds the transparency
Title: Re: Have a question about Modding? Ask Here!
Post by: Carolus on November 15, 2013, 12:38:53 am
Thanks, that worked. I had to change the number I wanted edited in the alpha folder before adding the number to the texture.
Title: Re: Have a question about Modding? Ask Here!
Post by: MadManYo on November 15, 2013, 09:51:09 pm
I want to rename the British Sailors but i cant find either the french or British sailors only Marines,Naval Arty, and Captains
Anyone know where they are?
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on November 15, 2013, 10:27:05 pm
body_meshes
Title: Re: Have a question about Modding? Ask Here!
Post by: George385 on November 16, 2013, 05:07:52 am
so im strating to make a mod about Imperial Japan and the fall of the shogunate.

The mod, Shogun, for WB is apparently OSP.

He has made a thread about the models being OSP from now on. http://forums.taleworlds.com/index.php/topic,285732.msg6792663.html#msg6792663


But he isnt very active on TW anymore.

Do i have to ask him to use his stuff still?

He said you are free to use it but credit him. Of course i will be crediting him.

Sorry, im really new to this whole stealing models and such. which is kind of a good thing if you look at it  ;)

And when i try and make my module system, it keeps coming up in the command prompt and saying ''python is not recognised an internal or external command, operable program or batch file''

help plz

 :-* :-* :-*
Title: Re: Have a question about Modding? Ask Here!
Post by: MadManYo on November 16, 2013, 10:13:57 am
so im strating to make a mod about Imperial Japan and the fall of the shogunate.

The mod, Shogun, for WB is apparently OSP.

He has made a thread about the models being OSP from now on. http://forums.taleworlds.com/index.php/topic,285732.msg6792663.html#msg6792663


But he isnt very active on TW anymore.

Do i have to ask him to use his stuff still?

He said you are free to use it but credit him. Of course i will be crediting him.

Sorry, im really new to this whole stealing models and such. which is kind of a good thing if you look at it  ;)

And when i try and make my module system, it keeps coming up in the command prompt and saying ''python is not recognised an internal or external command, operable program or batch file''

help plz

 :-* :-* :-*
Yes you still need to ask him for his permission to use his stuff.
I looked at your previous mod talking about how you couldn't get enough information.
You also said you knew more about this era.
This post makes me think that you just want to use other people's stuff instead of trying it your self.
You used the uniform and guns from the AZW mod as well.
Title: Re: Have a question about Modding? Ask Here!
Post by: Blobmania on November 16, 2013, 03:29:42 pm
so im strating to make a mod about Imperial Japan and the fall of the shogunate.

The mod, Shogun, for WB is apparently OSP.

He has made a thread about the models being OSP from now on. http://forums.taleworlds.com/index.php/topic,285732.msg6792663.html#msg6792663


But he isnt very active on TW anymore.

Do i have to ask him to use his stuff still?

He said you are free to use it but credit him. Of course i will be crediting him.

Sorry, im really new to this whole stealing models and such. which is kind of a good thing if you look at it  ;)

And when i try and make my module system, it keeps coming up in the command prompt and saying ''python is not recognised an internal or external command, operable program or batch file''

help plz

 :-* :-* :-*
Yes you still need to ask him for his permission to use his stuff.
I looked at your previous mod talking about how you couldn't get enough information.
You also said you knew more about this era.
This post makes me think that you just want to use other people's stuff instead of trying it your self.
You used the uniform and guns from the AZW mod as well.


If the content is OSP (and he specifically states that it can be used, provided he is credited) then you can use it (though you need to credit him, obviously).

For Python to work, follow the following tutorial: http://forums.taleworlds.com/index.php/topic,5408.0.html (http://forums.taleworlds.com/index.php/topic,5408.0.html)
Title: Re: Have a question about Modding? Ask Here!
Post by: Willhelm on November 16, 2013, 03:41:41 pm
so im strating to make a mod about Imperial Japan and the fall of the shogunate.

The mod, Shogun, for WB is apparently OSP.

He has made a thread about the models being OSP from now on. http://forums.taleworlds.com/index.php/topic,285732.msg6792663.html#msg6792663


But he isnt very active on TW anymore.

Do i have to ask him to use his stuff still?

He said you are free to use it but credit him. Of course i will be crediting him.

Sorry, im really new to this whole stealing models and such. which is kind of a good thing if you look at it  ;)

And when i try and make my module system, it keeps coming up in the command prompt and saying ''python is not recognised an internal or external command, operable program or batch file''

help plz

 :-* :-* :-*

He said you don't have to ask him, just give him credit.
Your python path is wrong, it happens to everyone first time really.
Title: Re: Have a question about Modding? Ask Here!
Post by: George385 on November 17, 2013, 08:23:06 am
so im strating to make a mod about Imperial Japan and the fall of the shogunate.

The mod, Shogun, for WB is apparently OSP.

He has made a thread about the models being OSP from now on. http://forums.taleworlds.com/index.php/topic,285732.msg6792663.html#msg6792663


But he isnt very active on TW anymore.

Do i have to ask him to use his stuff still?

He said you are free to use it but credit him. Of course i will be crediting him.

Sorry, im really new to this whole stealing models and such. which is kind of a good thing if you look at it  ;)

And when i try and make my module system, it keeps coming up in the command prompt and saying ''python is not recognised an internal or external command, operable program or batch file''

help plz

 :-* :-* :-*

He said you don't have to ask him, just give him credit.
Your python path is wrong, it happens to everyone first time really.

okay.

i fixed the python path but now its coming up with a syntax error.
Title: Re: Have a question about Modding? Ask Here!
Post by: Willhelm on November 18, 2013, 02:03:26 am
It usually means you've missed a comma or bracket, it should tell you the line its happening on, post the line here if you cant see it.
Title: Re: Have a question about Modding? Ask Here!
Post by: George385 on November 18, 2013, 04:04:17 am
  File "process_init.py", line 5
    print "Initializing..."
                          ^
SyntaxError: invalid syntax
  File "process_global_variables.py", line 23
    add_variable(varb, variable_list, variable_uses)
                                                   ^
TabError: inconsistent use of tabs and spaces in indentation
  File "process_strings.py", line 24
    print "Exporting strings..."
                               ^
SyntaxError: invalid syntax
  File "process_skills.py", line 30
    print "Exporting skills..."
                              ^
SyntaxError: invalid syntax
  File "process_music.py", line 21
    print "Exporting tracks..."
                              ^
SyntaxError: invalid syntax
  File "process_animations.py", line 58
    print "Exporting animations..."
                                  ^
SyntaxError: invalid syntax
  File "process_meshes.py", line 23
    print "Exporting meshes..."
                              ^
SyntaxError: invalid syntax
  File "process_sounds.py", line 49
    print "Exporting sounds..."
                              ^
SyntaxError: invalid syntax
  File "process_skins.py", line 104
    print "Exporting skins..."
                             ^
SyntaxError: invalid syntax
  File "process_map_icons.py", line 32
    print "Exporting map icons..."
                                 ^
SyntaxError: invalid syntax
  File "process_factions.py", line 27
    print "ERROR faction not found: "+ rel_name
                                    ^
SyntaxError: invalid syntax
  File "process_items.py", line 60
    print "Exporting item data..."
                                 ^
SyntaxError: invalid syntax
  File "process_scenes.py", line 12
    print "Exporting scene data..."
                                  ^
SyntaxError: invalid syntax
  File "process_troops.py", line 104
    print "Exporting troops data"
                                ^
SyntaxError: invalid syntax
  File "process_particle_sys.py", line 60
    print "Exporting particle data..."
                                     ^
SyntaxError: invalid syntax
  File "process_scene_props.py", line 26
    print "Exporting scene props..."
                                   ^
SyntaxError: invalid syntax
  File "process_tableau_materials.py", line 25
    print "Exporting tableau materials data..."
                                              ^
SyntaxError: invalid syntax
  File "process_presentations.py", line 27
    print "Exporting presentations..."
                                     ^
SyntaxError: invalid syntax
  File "process_party_tmps.py", line 28
    print "Error! NUMBER OF TEMPLATE MEMBERS EXCEEDS 6 " + party_template[0]
                                                       ^
SyntaxError: invalid syntax
  File "process_parties.py", line 28
    print "Error: Unable to find menu-id :" + menu_param
                                          ^
SyntaxError: invalid syntax
  File "process_quests.py", line 29
    print "Exporting quest data..."
                                  ^
SyntaxError: invalid syntax
  File "process_info_pages.py", line 25
    print "Exporting info_page data..."
                                      ^
SyntaxError: invalid syntax
  File "process_scripts.py", line 41
    print "Exporting scripts..."
                               ^
SyntaxError: invalid syntax
  File "process_mission_tmps.py", line 29
    print "ERROR: Too many item_overrides!"
                                          ^
SyntaxError: invalid syntax
  File "process_game_menus.py", line 41
    print "Exporting game menus data..."
                                       ^
SyntaxError: invalid syntax
  File "process_simple_triggers.py", line 19
    print "exporting simple triggers..."
                                       ^
SyntaxError: invalid syntax
  File "process_dialogs.py", line 92
    print sentence[ipt_token_pos]
                 ^
SyntaxError: invalid syntax
  File "process_global_variables_unused.py", line 6
    print "Checking global variable usages..."
                                             ^
SyntaxError: invalid syntax
  File "process_postfx.py", line 26
    print "Exporting postfx_params..."
                                     ^
SyntaxError: invalid syntax
Could Not Find C:\Users\Labrie\Desktop\Mod\module system\Sourcecode\mm dev - MS\
*.pyc

______________________________

Script processing has ended.
Press any key to exit. . .


thats the entire message that comes up.
Title: question
Post by: Mannelig on November 19, 2013, 07:07:43 pm
hi
i have question about the troop equipment.

the problem:

3 prussian regiments use the same 2 hats as moddel.
so when i change the model of the hat for one regiment everyone got this hat.

i know how to bind in the new model in the brf
but i dont know how to tell the unit to get this new hat instead of the other one.   

is it possible to change the uniformparts of the unit without making a new mode? cause it should be for nwl  :-[

ps: i also search for troops.txt but didnt find an answer.
Title: Re: Have a question about Modding? Ask Here!
Post by: Gokiller on November 19, 2013, 08:46:15 pm
George
  File "process_init.py", line 5
    print "Initializing..."
                          ^
SyntaxError: invalid syntax
  File "process_global_variables.py", line 23
    add_variable(varb, variable_list, variable_uses)
                                                   ^
TabError: inconsistent use of tabs and spaces in indentation
  File "process_strings.py", line 24
    print "Exporting strings..."
                               ^
SyntaxError: invalid syntax
  File "process_skills.py", line 30
    print "Exporting skills..."
                              ^
SyntaxError: invalid syntax
  File "process_music.py", line 21
    print "Exporting tracks..."
                              ^
SyntaxError: invalid syntax
  File "process_animations.py", line 58
    print "Exporting animations..."
                                  ^
SyntaxError: invalid syntax
  File "process_meshes.py", line 23
    print "Exporting meshes..."
                              ^
SyntaxError: invalid syntax
  File "process_sounds.py", line 49
    print "Exporting sounds..."
                              ^
SyntaxError: invalid syntax
  File "process_skins.py", line 104
    print "Exporting skins..."
                             ^
SyntaxError: invalid syntax
  File "process_map_icons.py", line 32
    print "Exporting map icons..."
                                 ^
SyntaxError: invalid syntax
  File "process_factions.py", line 27
    print "ERROR faction not found: "+ rel_name
                                    ^
SyntaxError: invalid syntax
  File "process_items.py", line 60
    print "Exporting item data..."
                                 ^
SyntaxError: invalid syntax
  File "process_scenes.py", line 12
    print "Exporting scene data..."
                                  ^
SyntaxError: invalid syntax
  File "process_troops.py", line 104
    print "Exporting troops data"
                                ^
SyntaxError: invalid syntax
  File "process_particle_sys.py", line 60
    print "Exporting particle data..."
                                     ^
SyntaxError: invalid syntax
  File "process_scene_props.py", line 26
    print "Exporting scene props..."
                                   ^
SyntaxError: invalid syntax
  File "process_tableau_materials.py", line 25
    print "Exporting tableau materials data..."
                                              ^
SyntaxError: invalid syntax
  File "process_presentations.py", line 27
    print "Exporting presentations..."
                                     ^
SyntaxError: invalid syntax
  File "process_party_tmps.py", line 28
    print "Error! NUMBER OF TEMPLATE MEMBERS EXCEEDS 6 " + party_template[0]
                                                       ^
SyntaxError: invalid syntax
  File "process_parties.py", line 28
    print "Error: Unable to find menu-id :" + menu_param
                                          ^
SyntaxError: invalid syntax
  File "process_quests.py", line 29
    print "Exporting quest data..."
                                  ^
SyntaxError: invalid syntax
  File "process_info_pages.py", line 25
    print "Exporting info_page data..."
                                      ^
SyntaxError: invalid syntax
  File "process_scripts.py", line 41
    print "Exporting scripts..."
                               ^
SyntaxError: invalid syntax
  File "process_mission_tmps.py", line 29
    print "ERROR: Too many item_overrides!"
                                          ^
SyntaxError: invalid syntax
  File "process_game_menus.py", line 41
    print "Exporting game menus data..."
                                       ^
SyntaxError: invalid syntax
  File "process_simple_triggers.py", line 19
    print "exporting simple triggers..."
                                       ^
SyntaxError: invalid syntax
  File "process_dialogs.py", line 92
    print sentence[ipt_token_pos]
                 ^
SyntaxError: invalid syntax
  File "process_global_variables_unused.py", line 6
    print "Checking global variable usages..."
                                             ^
SyntaxError: invalid syntax
  File "process_postfx.py", line 26
    print "Exporting postfx_params..."
                                     ^
SyntaxError: invalid syntax
Could Not Find C:\Users\Labrie\Desktop\Mod\module system\Sourcecode\mm dev - MS\
*.pyc

______________________________

Script processing has ended.
Press any key to exit. . .


thats the entire message that comes up.
[close]
Read the file itself before you start doing things to it.
Quote
# Make sure you use forward slashes (/) and NOT backward slashes (\)
Title: Re: Have a question about Modding? Ask Here!
Post by: George385 on November 19, 2013, 11:37:56 pm
George
  File "process_init.py", line 5
    print "Initializing..."
                          ^
SyntaxError: invalid syntax
  File "process_global_variables.py", line 23
    add_variable(varb, variable_list, variable_uses)
                                                   ^
TabError: inconsistent use of tabs and spaces in indentation
  File "process_strings.py", line 24
    print "Exporting strings..."
                               ^
SyntaxError: invalid syntax
  File "process_skills.py", line 30
    print "Exporting skills..."
                              ^
SyntaxError: invalid syntax
  File "process_music.py", line 21
    print "Exporting tracks..."
                              ^
SyntaxError: invalid syntax
  File "process_animations.py", line 58
    print "Exporting animations..."
                                  ^
SyntaxError: invalid syntax
  File "process_meshes.py", line 23
    print "Exporting meshes..."
                              ^
SyntaxError: invalid syntax
  File "process_sounds.py", line 49
    print "Exporting sounds..."
                              ^
SyntaxError: invalid syntax
  File "process_skins.py", line 104
    print "Exporting skins..."
                             ^
SyntaxError: invalid syntax
  File "process_map_icons.py", line 32
    print "Exporting map icons..."
                                 ^
SyntaxError: invalid syntax
  File "process_factions.py", line 27
    print "ERROR faction not found: "+ rel_name
                                    ^
SyntaxError: invalid syntax
  File "process_items.py", line 60
    print "Exporting item data..."
                                 ^
SyntaxError: invalid syntax
  File "process_scenes.py", line 12
    print "Exporting scene data..."
                                  ^
SyntaxError: invalid syntax
  File "process_troops.py", line 104
    print "Exporting troops data"
                                ^
SyntaxError: invalid syntax
  File "process_particle_sys.py", line 60
    print "Exporting particle data..."
                                     ^
SyntaxError: invalid syntax
  File "process_scene_props.py", line 26
    print "Exporting scene props..."
                                   ^
SyntaxError: invalid syntax
  File "process_tableau_materials.py", line 25
    print "Exporting tableau materials data..."
                                              ^
SyntaxError: invalid syntax
  File "process_presentations.py", line 27
    print "Exporting presentations..."
                                     ^
SyntaxError: invalid syntax
  File "process_party_tmps.py", line 28
    print "Error! NUMBER OF TEMPLATE MEMBERS EXCEEDS 6 " + party_template[0]
                                                       ^
SyntaxError: invalid syntax
  File "process_parties.py", line 28
    print "Error: Unable to find menu-id :" + menu_param
                                          ^
SyntaxError: invalid syntax
  File "process_quests.py", line 29
    print "Exporting quest data..."
                                  ^
SyntaxError: invalid syntax
  File "process_info_pages.py", line 25
    print "Exporting info_page data..."
                                      ^
SyntaxError: invalid syntax
  File "process_scripts.py", line 41
    print "Exporting scripts..."
                               ^
SyntaxError: invalid syntax
  File "process_mission_tmps.py", line 29
    print "ERROR: Too many item_overrides!"
                                          ^
SyntaxError: invalid syntax
  File "process_game_menus.py", line 41
    print "Exporting game menus data..."
                                       ^
SyntaxError: invalid syntax
  File "process_simple_triggers.py", line 19
    print "exporting simple triggers..."
                                       ^
SyntaxError: invalid syntax
  File "process_dialogs.py", line 92
    print sentence[ipt_token_pos]
                 ^
SyntaxError: invalid syntax
  File "process_global_variables_unused.py", line 6
    print "Checking global variable usages..."
                                             ^
SyntaxError: invalid syntax
  File "process_postfx.py", line 26
    print "Exporting postfx_params..."
                                     ^
SyntaxError: invalid syntax
Could Not Find C:\Users\Labrie\Desktop\Mod\module system\Sourcecode\mm dev - MS\
*.pyc

______________________________

Script processing has ended.
Press any key to exit. . .


thats the entire message that comes up.
[close]
Read the file itself before you start doing things to it.
Quote
# Make sure you use forward slashes (/) and NOT backward slashes (\)

read what file?

ive been using forward slashes.
Title: Re: question
Post by: Mannelig on November 20, 2013, 10:51:24 am
hi
i have question about the troop equipment.

the problem:

3 prussian regiments use the same 2 hats as moddel.
so when i change the model of the hat for one regiment everyone got this hat.

i know how to bind in the new model in the brf
but i dont know how to tell the unit to get this new hat instead of the other one.   

is it possible to change the uniformparts of the unit without making a new mode? cause it should be for nwl  :-[

ps: i also search for troops.txt but didnt find an answer.

so i try a troop editor i found and i can change uniform pieces for a unit.
but i get kicked from multiplayerserver when i chose the unit.

so, is it possible or not with an other way !?
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on November 20, 2013, 01:40:14 pm
I'm sorry but that's how the whole thing is connected, there is no way unless... Nah, it would look ugly. Not really... Sad isn 't it? Keeps a lot of potential units from being made
Title: Re: Have a question about Modding? Ask Here!
Post by: Gokiller on November 20, 2013, 02:07:23 pm
George
  File "process_init.py", line 5
    print "Initializing..."
                          ^
SyntaxError: invalid syntax
  File "process_global_variables.py", line 23
    add_variable(varb, variable_list, variable_uses)
                                                   ^
TabError: inconsistent use of tabs and spaces in indentation
  File "process_strings.py", line 24
    print "Exporting strings..."
                               ^
SyntaxError: invalid syntax
  File "process_skills.py", line 30
    print "Exporting skills..."
                              ^
SyntaxError: invalid syntax
  File "process_music.py", line 21
    print "Exporting tracks..."
                              ^
SyntaxError: invalid syntax
  File "process_animations.py", line 58
    print "Exporting animations..."
                                  ^
SyntaxError: invalid syntax
  File "process_meshes.py", line 23
    print "Exporting meshes..."
                              ^
SyntaxError: invalid syntax
  File "process_sounds.py", line 49
    print "Exporting sounds..."
                              ^
SyntaxError: invalid syntax
  File "process_skins.py", line 104
    print "Exporting skins..."
                             ^
SyntaxError: invalid syntax
  File "process_map_icons.py", line 32
    print "Exporting map icons..."
                                 ^
SyntaxError: invalid syntax
  File "process_factions.py", line 27
    print "ERROR faction not found: "+ rel_name
                                    ^
SyntaxError: invalid syntax
  File "process_items.py", line 60
    print "Exporting item data..."
                                 ^
SyntaxError: invalid syntax
  File "process_scenes.py", line 12
    print "Exporting scene data..."
                                  ^
SyntaxError: invalid syntax
  File "process_troops.py", line 104
    print "Exporting troops data"
                                ^
SyntaxError: invalid syntax
  File "process_particle_sys.py", line 60
    print "Exporting particle data..."
                                     ^
SyntaxError: invalid syntax
  File "process_scene_props.py", line 26
    print "Exporting scene props..."
                                   ^
SyntaxError: invalid syntax
  File "process_tableau_materials.py", line 25
    print "Exporting tableau materials data..."
                                              ^
SyntaxError: invalid syntax
  File "process_presentations.py", line 27
    print "Exporting presentations..."
                                     ^
SyntaxError: invalid syntax
  File "process_party_tmps.py", line 28
    print "Error! NUMBER OF TEMPLATE MEMBERS EXCEEDS 6 " + party_template[0]
                                                       ^
SyntaxError: invalid syntax
  File "process_parties.py", line 28
    print "Error: Unable to find menu-id :" + menu_param
                                          ^
SyntaxError: invalid syntax
  File "process_quests.py", line 29
    print "Exporting quest data..."
                                  ^
SyntaxError: invalid syntax
  File "process_info_pages.py", line 25
    print "Exporting info_page data..."
                                      ^
SyntaxError: invalid syntax
  File "process_scripts.py", line 41
    print "Exporting scripts..."
                               ^
SyntaxError: invalid syntax
  File "process_mission_tmps.py", line 29
    print "ERROR: Too many item_overrides!"
                                          ^
SyntaxError: invalid syntax
  File "process_game_menus.py", line 41
    print "Exporting game menus data..."
                                       ^
SyntaxError: invalid syntax
  File "process_simple_triggers.py", line 19
    print "exporting simple triggers..."
                                       ^
SyntaxError: invalid syntax
  File "process_dialogs.py", line 92
    print sentence[ipt_token_pos]
                 ^
SyntaxError: invalid syntax
  File "process_global_variables_unused.py", line 6
    print "Checking global variable usages..."
                                             ^
SyntaxError: invalid syntax
  File "process_postfx.py", line 26
    print "Exporting postfx_params..."
                                     ^
SyntaxError: invalid syntax
Could Not Find C:\Users\Labrie\Desktop\Mod\module system\Sourcecode\mm dev - MS\
*.pyc

______________________________

Script processing has ended.
Press any key to exit. . .


thats the entire message that comes up.
[close]
Read the file itself before you start doing things to it.
Quote
# Make sure you use forward slashes (/) and NOT backward slashes (\)

read what file?

ive been using forward slashes.
No you haven't. Check your error log.

Quote
SyntaxError: invalid syntax
Could Not Find C:\Users\Labrie\Desktop\Mod\module system\Sourcecode\mm dev - MS\
*.pyc
Title: Re: Have a question about Modding? Ask Here!
Post by: DanyEle on November 20, 2013, 02:12:06 pm
Put this in your module_info as export path:

C:/Users/Labrie/Desktop/Mod/module system/Sourcecode/mm dev - MS/

Title: Re: Have a question about Modding? Ask Here!
Post by: Mannelig on November 20, 2013, 02:24:52 pm
I'm sorry but that's how the whole thing is connected, there is no way unless... Nah, it would look ugly. Not really... Sad isn 't it? Keeps a lot of potential units from being made

ok, thx for the answer. i can stop searching now.

it sad they dont put so much love in prussian.
the hat "prussian_shako_2" is used on 4 regiments !  :-\
Title: Re: Have a question about Modding? Ask Here!
Post by: Frederik on November 20, 2013, 02:27:03 pm
I never tried it, but maybe you can link the hat to the uniform, like with the trousers?
Title: Re: Have a question about Modding? Ask Here!
Post by: Mannelig on November 20, 2013, 02:40:39 pm
its a good idea!
maybe i try it out when i have some time learning 3d modeling.  :)
Title: Re: Have a question about Modding? Ask Here!
Post by: George385 on November 21, 2013, 04:31:50 am
okay well i did that then i found a maybe solution (running the bat file as admin) but now when i do that, i get this error-



python: can't open file 'process_init.py': [Errno 2] No such file or directory
python: can't open file 'process_global_variables.py': [Errno 2] No such file or
 directory
python: can't open file 'process_strings.py': [Errno 2] No such file or director
y
python: can't open file 'process_skills.py': [Errno 2] No such file or directory

python: can't open file 'process_music.py': [Errno 2] No such file or directory
python: can't open file 'process_animations.py': [Errno 2] No such file or direc
tory
python: can't open file 'process_meshes.py': [Errno 2] No such file or directory

python: can't open file 'process_sounds.py': [Errno 2] No such file or directory

python: can't open file 'process_skins.py': [Errno 2] No such file or directory
python: can't open file 'process_map_icons.py': [Errno 2] No such file or direct
ory
python: can't open file 'process_factions.py': [Errno 2] No such file or directo
ry
python: can't open file 'process_items.py': [Errno 2] No such file or directory
python: can't open file 'process_scenes.py': [Errno 2] No such file or directory

python: can't open file 'process_troops.py': [Errno 2] No such file or directory

python: can't open file 'process_particle_sys.py': [Errno 2] No such file or dir
ectory
python: can't open file 'process_scene_props.py': [Errno 2] No such file or dire
ctory
python: can't open file 'process_tableau_materials.py': [Errno 2] No such file o
r directory
python: can't open file 'process_presentations.py': [Errno 2] No such file or di
rectory
python: can't open file 'process_party_tmps.py': [Errno 2] No such file or direc
tory
python: can't open file 'process_parties.py': [Errno 2] No such file or director
y
python: can't open file 'process_quests.py': [Errno 2] No such file or directory

python: can't open file 'process_info_pages.py': [Errno 2] No such file or direc
tory
python: can't open file 'process_scripts.py': [Errno 2] No such file or director
y
python: can't open file 'process_mission_tmps.py': [Errno 2] No such file or dir
ectory
python: can't open file 'process_game_menus.py': [Errno 2] No such file or direc
tory
python: can't open file 'process_simple_triggers.py': [Errno 2] No such file or
directory
python: can't open file 'process_dialogs.py': [Errno 2] No such file or director
y
python: can't open file 'process_global_variables_unused.py': [Errno 2] No such
file or directory
python: can't open file 'process_postfx.py': [Errno 2] No such file or directory

Could Not Find C:\Windows\system32\*.pyc

______________________________

Script processing has ended.
Press any key to exit. . .
Title: Re: Have a question about Modding? Ask Here!
Post by: Blobmania on November 21, 2013, 04:42:10 am
Pretty sure that means you haven't installed Python properly...
Title: Re: Have a question about Modding? Ask Here!
Post by: George385 on November 22, 2013, 08:42:00 am
i just tried uninstalling and reinstalling it, didnt work. same error.
Title: Re: Have a question about Modding? Ask Here!
Post by: Joseph Graham on November 23, 2013, 12:45:10 am
Which font is used for the accessories (backpacks, water canteens, etc) on the British infantry?
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on November 26, 2013, 06:39:02 pm
Which font is used for the accessories (backpacks, water canteens, etc) on the British infantry?

+1.
Title: Re: Have a question about Modding? Ask Here!
Post by: Willhelm on November 26, 2013, 07:20:31 pm
Looks similar to Times New Roman, just go with one of the old official English fonts.
Title: Re: Have a question about Modding? Ask Here!
Post by: Raddeo on November 26, 2013, 07:35:32 pm
Font on backpacks is Stencil. I don't know what they have used for rest of equipment.
Title: Re: Have a question about Modding? Ask Here!
Post by: Emperor Napoleon on November 27, 2013, 04:31:42 pm
I just started modelling in Wings 3D, and I was wondering are you limited to one shape per object?

For example if I was making a sword out of a cylinder, and I made the handle, could I add a cube to make the blade? 
Title: Re: Have a question about Modding? Ask Here!
Post by: Raddeo on November 27, 2013, 05:53:42 pm
Yes, you can. Just take a look at original NW models, backpacks are great example of using many shapes in one object.
Title: Re: Have a question about Modding? Ask Here!
Post by: Emperor Napoleon on November 27, 2013, 05:54:37 pm
Yes, you can. Just take a look at original NW models, backpacks are great example of using many shapes in one object.
Cheers, thats very helpful =D
Title: Re: Have a question about Modding? Ask Here!
Post by: Joseph Graham on November 28, 2013, 02:44:29 pm
Does anyone know which file contains the texture for the leather bandage used on faces?
Title: Re: Have a question about Modding? Ask Here!
Post by: Willhelm on November 29, 2013, 12:01:21 pm
Does anyone know which file contains the texture for the leather bandage used on faces?
russian_hats_3.dds
Title: Re: Have a question about Modding? Ask Here!
Post by: William on December 03, 2013, 03:32:10 am
Can I go into the NW troop.txt folder and change the name of any unit or no? I had tried it before to change the 15e into the 23e when my regiment was around but it ended up causing my M&B to crash because a troop txt error. Do I have to do it a specific way?
Title: Re: Have a question about Modding? Ask Here!
Post by: kpetschulat on December 03, 2013, 04:38:46 am
You need only change the line in the troops.txt that has the name of the regiment, do NOT change the line with the fifer, officer, flagbearer, or drummer, etc.
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on December 03, 2013, 04:32:37 pm
You must also have _ in between spaces.
Title: Re: Have a question about Modding? Ask Here!
Post by: George385 on December 03, 2013, 09:54:21 pm
i just tried uninstalling and reinstalling it, didnt work. same error.
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on December 05, 2013, 06:57:58 pm
What's the name of the model of the British Officer pants?
Title: Re: Have a question about Modding? Ask Here!
Post by: Parrot on December 05, 2013, 09:31:09 pm
What's the name of the model of the British Officer pants?

It's the lighter of the two Russian Dragoon pants
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on December 05, 2013, 10:03:32 pm
Yep, thanks.
Title: Re: Have a question about Modding? Ask Here!
Post by: William on December 07, 2013, 10:11:44 pm
How do you change the menu screen for the game? I wanted to add something a little bit special I found and wanted to add it in.
Title: Re: Have a question about Modding? Ask Here!
Post by: Parrot on December 08, 2013, 09:52:26 pm
How do you change the menu screen for the game? I wanted to add something a little bit special I found and wanted to add it in.

The DDS file you want is main_menu_nord in the textures file. You can create a new one with any resolution you want (the default one is some strange square res that I didn't pay attention to when editing).

But to ensure that you get your stuff in the right places you should re-size the default one to the size you want, create a layer over it and change the opacity so that you can work on your new menu with the old one in reference to your new resolution. The trick with re-skinning the UI is all about the layers and references to the default ones.
Title: Re: Have a question about Modding? Ask Here!
Post by: KillerMongoose on December 16, 2013, 04:43:44 am
I was wondering if there was a comprehensive guide anywhere on how to make skins?
Title: Re: Have a question about Modding? Ask Here!
Post by: Jonasspil on December 16, 2013, 06:09:41 pm
I have a question on scripting in M&B :)

I'm new to this aspect of modding, and really want to learn it (or at least a little bit) now im trying to learn the triggers and operrations.
I have been looking through all the scripts and triggers in M&B and i was trying to stack a "healing" feature together from different other scripts.

I though to use the "hit_agent" to determent the play who was hit by a medic but im a bit confused with how it works.

So far i made this.. not sure if it even makes scenes or if im completely off :/

        (try_begin),
          (agent_get_team,":hit_agent"),
          (eq,":hit_agent",":agent_is_ally),
          (agent_set_hit_points, ":hit_agent_no", 100, 0),
        (try_end),


I would love to hear if you guys have any advice's or inputs that might help :)

Jonas~
Title: Re: Have a question about Modding? Ask Here!
Post by: DanyEle on December 18, 2013, 01:28:16 pm
mmm, that piece of code makes no sense. You can use ti_on_agent_hit (CTRL + Shift + F it in the MS for some examples of it) in a module_mission_templates trigger though.
Title: Re: Have a question about Modding? Ask Here!
Post by: Martastik on December 19, 2013, 12:32:49 am
Can I make a request for custom textures here? If not, my sincerest appologies and please be so kind as to point me in the right direction!
Title: Re: Have a question about Modding? Ask Here!
Post by: Jack on December 19, 2013, 03:05:09 am
Hello !

I'm new here and I have a question I would like to ask. I read some topics about re-textures of the uniform's skins but I didn't find a topic about creating new skins.

For example, I am triyng to change the color of the voltigeur's pants into red (originally grey) but without deleting the grey pants for the other regiments (45e). So is it possible to make the 45e wear the vistula's pants and not the voltigeur officier pants for exemple?
Title: Re: Have a question about Modding? Ask Here!
Post by: Willhelm on December 19, 2013, 05:29:33 pm
Not possible without editing the code because those pants are shared with a lot of units.
Title: Re: Have a question about Modding? Ask Here!
Post by: MadManYo on December 21, 2013, 01:46:13 pm
i want to turn down smoke on a different module of NW how would one do this?
Title: Re: Have a question about Modding? Ask Here!
Post by: Moldplayer on December 21, 2013, 11:36:14 pm
So I have been trying to replace the sounds of the Prussian war cries/orders with the voices of fellows from my regiment. I renamed one of the new voices accordingly, however it does not work. What am I doing wrong?
Title: Re: Have a question about Modding? Ask Here!
Post by: Willhelm on December 21, 2013, 11:53:18 pm
Make sure its the same file type
Title: Re: Have a question about Modding? Ask Here!
Post by: MadManYo on December 22, 2013, 01:17:43 am
i want to turn down smoke on a different module of NW how would one do this?
Title: Re: Have a question about Modding? Ask Here!
Post by: Parrot on December 22, 2013, 10:25:45 pm
Not possible without editing the code because those pants are shared with a lot of units.

It's possible, I managed to separate all of the British, French, and Russian pants in my mod. It takes quite a bit of time and patience though, so grab a nice beer and some good music, and settle down with OpenBRF.

-----------------------------------------------

What you'll want to do first is single out which unit you want to change the pants mesh for, let's take the French as an example, because apparently their trousers were so comfortable everyone decided to wear them. The basic French pants are located in the mm_french_uniforms.brf file, they are called french_basic_infantry_pants and they are currently linked to all basic French infantry units, and some others in other factions.

I'm going to take a second to explain how the unit meshes are currently set up in the uniform BRFs. For all units, you have the torso meshes and the pants, the torso stuff will all have the same name with a number behind it. The pants are all separate, either with the unit's name in, or shared with a pool of other units. MW looks at the torso meshes and then combines them with the correct pants mesh that it has been told to combine the torso with. If it can't find one of these meshes, it won't load it, and you'll get an invisible body part.

Now back to business....

First thing, rename your French infantry pants something else. I renamed mine "french_basic_infantry_pants (old)", now NW won't load that mesh because it can't find the right name. Load up NW and have a look at which regiments are missing their pants, make a note as this will save time later.

Head back into OpenBRF and copy paste the "french_basic_infantry_pants" mesh underneath all the torso meshes of the units that were missing their pants in-game. Rename the meshes to the name of the torso and add the next number in sequence at the end. Here's an example:

This:

Code
french_84e_body_ranker
french_84e_body_ranker.1
french_84e_body_ranker.2
french_basic_infantry_pants

Becomes:

Code
french_84e_body_ranker
french_84e_body_ranker.1
french_84e_body_ranker.2
french_84e_body_ranker.3

Because you changed the name of the normal French infantry pants, NW won't load them, but because the torso mesh now includes the pants, they'll be loaded with the torso. Great hmm? Simply do this with all the units you listed as not having pants and you're almost there.

To make sure that they don't vanish at certain distances, right click on the mesh and choose the option "Compute LODs". Save the BRF and you're done!

Hope this helps anyone who was wondering about the pants problems. I'll have a look at breaking the shared shako problem as well.
Title: Re: Have a question about Modding? Ask Here!
Post by: Devmc99 on December 23, 2013, 09:30:56 pm
Hi sorry if this has been answered before but couldnt find it. Im trying to change the number on the British 33rd back back from 33 to 20. I have photoshop with the dds plugin installed and I used to do reskinning. The thing is I blacked out the 44 and Use the txt box to create 20 but came out bad in game like a mixture between the 2 numbers anyone know how to change numbers on backpacks correctly?
Title: Re: Have a question about Modding? Ask Here!
Post by: kpetschulat on December 24, 2013, 03:26:30 am
I think the number is an image layer, so if you remove that layer, then put a new one in, that should do it. Don't take my word for that, though.
Title: Re: Have a question about Modding? Ask Here!
Post by: Nuekboi on December 24, 2013, 09:55:19 am
I don't want to do anything too fancy. I just want to remodel and retexture and remodel a British line infantry troop to different regiment.

I've done it before but my previous work was far from professional:
(Retextured some parts of the 33rd)
Spoiler
(https://i.imgur.com/B4H2mcA.jpg)
[close]
Spoiler
(https://i.imgur.com/LJYxDmd.jpg)
[close]
Spoiler
(https://i.imgur.com/qMEadBy.jpg)
[close]

Can someone give me the materials, resources and tutorials required for remodeling and retexturing troop models and flags?
Title: Re: Have a question about Modding? Ask Here!
Post by: Nuekboi on December 24, 2013, 09:57:12 am
Hi sorry if this has been answered before but couldnt find it. Im trying to change the number on the British 33rd back back from 33 to 20. I have photoshop with the dds plugin installed and I used to do reskinning. The thing is I blacked out the 44 and Use the txt box to create 20 but came out bad in game like a mixture between the 2 numbers anyone know how to change numbers on backpacks correctly?

I'm not absolutely sure but I believe there is a bump map and specular map that you also have to change to look like 20, but I can't recall how to that kind of stuff :( Thats why I'm here
Title: Re: Have a question about Modding? Ask Here!
Post by: kpetschulat on December 24, 2013, 01:34:47 pm
I don't want to do anything too fancy. I just want to remodel and retexture and remodel a British line infantry troop to different regiment.

I've done it before but my previous work was far from professional:
(Retextured some parts of the 33rd)
Spoiler
(https://i.imgur.com/B4H2mcA.jpg)
[close]
Spoiler
(https://i.imgur.com/LJYxDmd.jpg)
[close]
Spoiler
(https://i.imgur.com/qMEadBy.jpg)
[close]

Can someone give me the materials, resources and tutorials required for remodeling and retexturing troop models and flags?

The straps are slightly off. I see you were going for the "buff" color. They need a more tan/beige look: http://www.miniatuurwereld.com/Hat/hat8186g.jpg But, you are very close! Also, the ensign strap that holds the flag is still just white.
Title: Re: Have a question about Modding? Ask Here!
Post by: Nuekboi on December 24, 2013, 05:21:28 pm
I don't want to do anything too fancy. I just want to remodel and retexture and remodel a British line infantry troop to different regiment.

I've done it before but my previous work was far from professional:
(Retextured some parts of the 33rd)
Spoiler
(https://i.imgur.com/B4H2mcA.jpg)
[close]
Spoiler
(https://i.imgur.com/LJYxDmd.jpg)
[close]
Spoiler
(https://i.imgur.com/qMEadBy.jpg)
[close]

Can someone give me the materials, resources and tutorials required for remodeling and retexturing troop models and flags?

The straps are slightly off. I see you were going for the "buff" color. They need a more tan/beige look: http://www.miniatuurwereld.com/Hat/hat8186g.jpg But, you are very close! Also, the ensign strap that holds the flag is still just white.

Well, see the thing is, I made those textures a long time ago and don't remember much about it. This was just a retexture. I wanna learn how to completely remodel parts of the guy AND retexture it more professionally and need help with the technical aspect of it. Thanks though
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on December 25, 2013, 12:41:02 am
Spoiler
I don't want to do anything too fancy. I just want to remodel and retexture and remodel a British line infantry troop to different regiment.

I've done it before but my previous work was far from professional:
(Retextured some parts of the 33rd)
Spoiler
(https://i.imgur.com/B4H2mcA.jpg)
[close]
Spoiler
(https://i.imgur.com/LJYxDmd.jpg)
[close]
Spoiler
(https://i.imgur.com/qMEadBy.jpg)
[close]

Can someone give me the materials, resources and tutorials required for remodeling and retexturing troop models and flags?

The straps are slightly off. I see you were going for the "buff" color. They need a more tan/beige look: http://www.miniatuurwereld.com/Hat/hat8186g.jpg But, you are very close! Also, the ensign strap that holds the flag is still just white.

Well, see the thing is, I made those textures a long time ago and don't remember much about it. This was just a retexture. I wanna learn how to completely remodel parts of the guy AND retexture it more professionally and need help with the technical aspect of it. Thanks though
[close]
you need:
Photoshop + DDS Plugin by Nvidia
OpenBRF

Files needed:
Any mm_Countryuniforms.brf
and textures you can find which one belongs to which in the BRF, by clicking on material and then you can do the rest.
Title: Re: Have a question about Modding? Ask Here!
Post by: Nuekboi on December 25, 2013, 09:15:10 pm
Spoiler
I don't want to do anything too fancy. I just want to remodel and retexture and remodel a British line infantry troop to different regiment.

I've done it before but my previous work was far from professional:
(Retextured some parts of the 33rd)
Spoiler
(https://i.imgur.com/B4H2mcA.jpg)
[close]
Spoiler
(https://i.imgur.com/LJYxDmd.jpg)
[close]
Spoiler
(https://i.imgur.com/qMEadBy.jpg)
[close]

Can someone give me the materials, resources and tutorials required for remodeling and retexturing troop models and flags?

The straps are slightly off. I see you were going for the "buff" color. They need a more tan/beige look: http://www.miniatuurwereld.com/Hat/hat8186g.jpg But, you are very close! Also, the ensign strap that holds the flag is still just white.

Well, see the thing is, I made those textures a long time ago and don't remember much about it. This was just a retexture. I wanna learn how to completely remodel parts of the guy AND retexture it more professionally and need help with the technical aspect of it. Thanks though
[close]
you need:
Photoshop + DDS Plugin by Nvidia
OpenBRF

Files needed:
Any mm_Countryuniforms.brf
and textures you can find which one belongs to which in the BRF, by clicking on material and then you can do the rest.

Thanks, that should cover me for the texturing part, but how can I remodel the uniforms, or make a new one?
Title: Re: Have a question about Modding? Ask Here!
Post by: Parrot on December 25, 2013, 10:09:17 pm
Quote
Not possible without editing the code because those pants are shared with a lot of units.

It's possible, I managed to separate all of the British, French, and Russian pants in my mod. It takes quite a bit of time and patience though, so grab a nice beer and some good music, and settle down with OpenBRF.

-----------------------------------------------

What you'll want to do first is single out which unit you want to change the pants mesh for, let's take the French as an example, because apparently their trousers were so comfortable everyone decided to wear them. The basic French pants are located in the mm_french_uniforms.brf file, they are called french_basic_infantry_pants and they are currently linked to all basic French infantry units, and some others in other factions.

I'm going to take a second to explain how the unit meshes are currently set up in the uniform BRFs. For all units, you have the torso meshes and the pants, the torso stuff will all have the same name with a number behind it. The pants are all separate, either with the unit's name in, or shared with a pool of other units. MW looks at the torso meshes and then combines them with the correct pants mesh that it has been told to combine the torso with. If it can't find one of these meshes, it won't load it, and you'll get an invisible body part.

Now back to business....

First thing, rename your French infantry pants something else. I renamed mine "french_basic_infantry_pants (old)", now NW won't load that mesh because it can't find the right name. Load up NW and have a look at which regiments are missing their pants, make a note as this will save time later.

Head back into OpenBRF and copy paste the "french_basic_infantry_pants" mesh underneath all the torso meshes of the units that were missing their pants in-game. Rename the meshes to the name of the torso and add the next number in sequence at the end. Here's an example:

This:

Code
french_84e_body_ranker
french_84e_body_ranker.1
french_84e_body_ranker.2
french_basic_infantry_pants

Becomes:

Code
french_84e_body_ranker
french_84e_body_ranker.1
french_84e_body_ranker.2
french_84e_body_ranker.3

Because you changed the name of the normal French infantry pants, NW won't load them, but because the torso mesh now includes the pants, they'll be loaded with the torso. Great hmm? Simply do this with all the units you listed as not having pants and you're almost there.

To make sure that they don't vanish at certain distances, right click on the mesh and choose the option "Compute LODs". Save the BRF and you're done!

Hope this helps anyone who was wondering about the pants problems. I'll have a look at breaking the shared shako problem as well.
[close]

So I managed to separate shared hats using this method with one additional step.

Right clicking on the hat mesh and selecting "Mount on one bone" will give you a window where you will be able to 'attach' the hat to the final position of said hat in terms of the body. Removing the default hat texture in the BRF and adding that hat as an extra mesh to a uniform in the uniform BRF allows multiple hats to be assigned to units that would otherwise have to share.

This works really well, and looks perfect from the third person perspective, however the hat mesh appears (and irritatingly bobs about) in first person. I'll have a look about for a way to stop the mesh from appearing in first person, but if anyone has any notes on this that would be fantastic!
Title: Re: Have a question about Modding? Ask Here!
Post by: Dom13WorstNW on December 26, 2013, 08:57:37 am


is there a way I can lessen or turn off the smoke from the game without lowering the game's settings?
Title: Re: Have a question about Modding? Ask Here!
Post by: gesha17 on December 26, 2013, 12:36:02 pm
(1st Problem)
Everything was working fine, the items i added weren't causing trouble, until i encountered this error while compiling the module:

Exporting troops data
Traceback <most recent call last>:
 File"process_troops.py", line 107, in <module>
  save_troops<>
 File "process_troops.py", line 38, in save_troops
  for inventory_item in inventory_list:
TypeError: 'long' object is not iterable
Exporting particle data...

I haven't changed anything in the process_troops.py file, i haven't even opened the file before this occurred.
I tried remaking the whole module, redownloaded the module system, and rewrote everything i have done before that, but the same error occurred again. Can someone help me out with this?

(2nd Problem)
I coded some items ingame, and when i start a server(The one you host ingame, not a dedicated one) i get kicked for cheating. Is there a way i can disable that? It doesn't occur when i play commanders battle, everything there is fine, but in CB i only changed the troops equipment, not he officers equipment. I tried reinstalling the module system(along with the first problem) and this is still occurring. I guess I'm doing something really stupid here, but yeah I'm a newbie :D. Is there any specific way you install the module system, or i just change the path in module_info.py?
Title: Re: Have a question about Modding? Ask Here!
Post by: Nuekboi on December 26, 2013, 05:21:27 pm
What software do I need for remodeling soldiers?
Title: Re: Have a question about Modding? Ask Here!
Post by: KillerMongoose on December 28, 2013, 11:57:54 pm
How would I go about adding multiple different skins into my game? For example the napoleonic wars enhancement pack, I like it but I don't like all of the skins it uses so how would I go about making my own such pack but with my personal selection of skins?
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on December 29, 2013, 08:53:32 pm
What software do I need for remodeling soldiers?
sorry about that, you need Wings3D to remodel small things. Blender for bigger ones , Wings can do that too.
Title: Re: Have a question about Modding? Ask Here!
Post by: Nuekboi on December 30, 2013, 03:30:39 pm
Ah kai thanks
Title: Re: Have a question about Modding? Ask Here!
Post by: KillerMongoose on January 03, 2014, 06:23:10 am
How would I go about adding multiple different skins into my game? For example the napoleonic wars enhancement pack, I like it but I don't like all of the skins it uses so how would I go about making my own such pack but with my personal selection of skins?
Bump
Title: Re: Have a question about Modding? Ask Here!
Post by: fireheart on January 07, 2014, 01:38:17 am
How exactly do you change the clothing of units in the game? I've done it already but for some reason whenever I load a local server to test it, my guy appears naked with nothing in his midsection and the server says it's autokicking me for cheating.

Spoiler
http://gyazo.com/367c257cc26d0eff71e019466c64a6b8 (http://gyazo.com/367c257cc26d0eff71e019466c64a6b8)
[close]
Title: Re: Have a question about Modding? Ask Here!
Post by: Gokiller on January 07, 2014, 09:42:52 am
How exactly do you change the clothing of units in the game? I've done it already but for some reason whenever I load a local server to test it, my guy appears naked with nothing in his midsection and the server says it's autokicking me for cheating.

Spoiler
http://gyazo.com/367c257cc26d0eff71e019466c64a6b8 (http://gyazo.com/367c257cc26d0eff71e019466c64a6b8)
[close]
Did you add a full cloth set to the unit? Hat, cloth, pants, boots etc?
Title: Re: Have a question about Modding? Ask Here!
Post by: fireheart on January 08, 2014, 05:46:49 pm
How exactly do you change the clothing of units in the game? I've done it already but for some reason whenever I load a local server to test it, my guy appears naked with nothing in his midsection and the server says it's autokicking me for cheating.

Spoiler
http://gyazo.com/367c257cc26d0eff71e019466c64a6b8 (http://gyazo.com/367c257cc26d0eff71e019466c64a6b8)
[close]
Did you add a full cloth set to the unit? Hat, cloth, pants, boots etc?

ah no I didn't. That was why though. Thank you Gokiller.
Title: Re: Have a question about Modding? Ask Here!
Post by: fireheart on January 08, 2014, 07:53:11 pm
How do you enable a soldier to wield multiple weapons? For some reason when I add an extra weapon to the British soldier's inventory, only one of them shows up.

Code
#Module Troops

["british_infantry","Oda Ashigaru","Foot Soldiers",tf_guarantee_all,0,0,fac_oda,
   [itm_british_infantry_ranker,itm_french_voltigeur_officer_pants,itm_33_stovepipe,itm_loan_sword,itm_yari],
   def_attrib_multiplayer|level(20),wpex(50,5,130,5,150,5),knows_common|knows_ironflesh_3|knows_power_strike_3|knows_athletics_3,swadian_face_middle_1, swadian_face_old_2],

#Module Items

["yari","Oda Yari", [("yari_spear_b",0)], itp_has_upper_stab|itp_type_polearm|itp_merchandise| itp_cant_use_on_horseback|itp_primary|itp_penalty_with_shield|itp_no_parry|itp_two_handed|itp_is_pike|itp_no_blur, itc_lance,
 125 , weight(3.0)|difficulty(0)|spd_rtng(70) | weapon_length(258)|swing_damage(0 , blunt) | thrust_damage(30 ,  pierce),imodbits_polearm ],
Title: Re: Have a question about Modding? Ask Here!
Post by: BNS Marko on January 08, 2014, 07:56:08 pm
How do you enable a soldier to wield multiple weapons? For some reason when I add an extra weapon to the British soldier's inventory, only one of them shows up.

Code
#Module Troops

["british_infantry","Oda Ashigaru","Foot Soldiers",tf_guarantee_all,0,0,fac_oda,
   [itm_british_infantry_ranker,itm_french_voltigeur_officer_pants,itm_33_stovepipe,itm_loan_sword,itm_yari],
   def_attrib_multiplayer|level(20),wpex(50,5,130,5,150,5),knows_common|knows_ironflesh_3|knows_power_strike_3|knows_athletics_3,swadian_face_middle_1, swadian_face_old_2],

#Module Items

["yari","Oda Yari", [("yari_spear_b",0)], itp_has_upper_stab|itp_type_polearm|itp_merchandise| itp_cant_use_on_horseback|itp_primary|itp_penalty_with_shield|itp_no_parry|itp_two_handed|itp_is_pike|itp_no_blur, itc_lance,
 125 , weight(3.0)|difficulty(0)|spd_rtng(70) | weapon_length(258)|swing_damage(0 , blunt) | thrust_damage(30 ,  pierce),imodbits_polearm ],

Where's the loan sword in module_items? And are you sure it's in one of the brfs?
Title: Re: Have a question about Modding? Ask Here!
Post by: fireheart on January 08, 2014, 08:01:46 pm
How do you enable a soldier to wield multiple weapons? For some reason when I add an extra weapon to the British soldier's inventory, only one of them shows up.

Code
#Module Troops

["british_infantry","Oda Ashigaru","Foot Soldiers",tf_guarantee_all,0,0,fac_oda,
   [itm_british_infantry_ranker,itm_french_voltigeur_officer_pants,itm_33_stovepipe,itm_loan_sword,itm_yari],
   def_attrib_multiplayer|level(20),wpex(50,5,130,5,150,5),knows_common|knows_ironflesh_3|knows_power_strike_3|knows_athletics_3,swadian_face_middle_1, swadian_face_old_2],

#Module Items

["yari","Oda Yari", [("yari_spear_b",0)], itp_has_upper_stab|itp_type_polearm|itp_merchandise| itp_cant_use_on_horseback|itp_primary|itp_penalty_with_shield|itp_no_parry|itp_two_handed|itp_is_pike|itp_no_blur, itc_lance,
 125 , weight(3.0)|difficulty(0)|spd_rtng(70) | weapon_length(258)|swing_damage(0 , blunt) | thrust_damage(30 ,  pierce),imodbits_polearm ],

Where's the loan sword in module_items? And are you sure it's in one of the brfs?
The Sword works fine, it's the spear I have problems with. The problem is that I can't get the unit to spawn with both items at once. He originally starts with the sword but if I click another unit in the menu and go back to him, he switches to the yari. I've added screenshots to explain what I mean.

Before I switch to a different unit in the selection screen.
http://gyazo.com/a865ba003cd76248db496eb93d12e427 (http://gyazo.com/a865ba003cd76248db496eb93d12e427)

After
http://gyazo.com/7a0214f7a1418fa978c12b4455088dd3 (http://gyazo.com/7a0214f7a1418fa978c12b4455088dd3)
Title: Re: Have a question about Modding? Ask Here!
Post by: Sasuau on January 09, 2014, 01:01:14 pm
Is it possible to make the crosshair static, meaning that it doesn't open when I aim?
Title: Re: Have a question about Modding? Ask Here!
Post by: Gokiller on January 09, 2014, 01:09:46 pm
Yup
Title: Re: Have a question about Modding? Ask Here!
Post by: Sasuau on January 09, 2014, 02:16:18 pm
Yup

How would I go on to do that?
Title: Re: Have a question about Modding? Ask Here!
Post by: Gokiller on January 09, 2014, 02:35:24 pm
I know it's possible, I don't know how though. :P
Title: Re: Have a question about Modding? Ask Here!
Post by: DanyEle on January 09, 2014, 04:36:38 pm
Easy as a pie, but would you do this with Text files or the module system? I'd recommend the second way.

Quote
The Sword works fine, it's the spear I have problems with. The problem is that I can't get the unit to spawn with both items at once. He originally starts with the sword but if I click another unit in the menu and go back to him, he switches to the yari. I've added screenshots to explain what I mean.

Before I switch to a different unit in the selection screen.
http://gyazo.com/a865ba003cd76248db496eb93d12e427

After
http://gyazo.com/7a0214f7a1418fa978c12b4455088dd3

I often had similar issues, and that's because the items are the same type(e.g: they are both swords, or muskets, or two handed lightsabers, and so on)
Title: Re: Have a question about Modding? Ask Here!
Post by: Joseph Graham on January 14, 2014, 01:02:01 am
I can't remember if you are able to do this or not; but is it possible to give the 33rd Officer + Ensign a different hat to the rankers? And if so, how would you go about doing it - name in the .brf file, etc?
Title: Re: Have a question about Modding? Ask Here!
Post by: Parrot on January 14, 2014, 12:37:21 pm
I can't remember if you are able to do this or not; but is it possible to give the 33rd Officer + Ensign a different hat to the rankers? And if so, how would you go about doing it - name in the .brf file, etc?

Unfortunately this is not possible. There is a way to "assign" a different hat in troops.txt, but if you join a server you will be kicked for cheating with that method (stupid right?).
Title: Re: Have a question about Modding? Ask Here!
Post by: Gokiller on January 14, 2014, 09:02:29 pm
Isn't it possible to just remove the current hat and re-name another hat to your picking to the hat you removed? It shouldn't interfere with the coding/cheating thing I think.
Title: Re: Have a question about Modding? Ask Here!
Post by: Frederik on January 14, 2014, 09:15:35 pm
Can you Change the volume of a Sound just by editing the .txt?
Title: Re: Have a question about Modding? Ask Here!
Post by: Parrot on January 15, 2014, 12:20:51 am
Isn't it possible to just remove the current hat and re-name another hat to your picking to the hat you removed? It shouldn't interfere with the coding/cheating thing I think.

Yeah, but he wanted the 33rd Officer and Ensign hats, since these two units use the default 33rd Stovepipe it can't be done :(
Title: Re: Have a question about Modding? Ask Here!
Post by: Devmc99 on January 20, 2014, 05:17:02 am
Hey this is not really a question just kinda want a general  idea of what you guys think. Its the first thing I made on wings 3D.

Spoiler
(https://i.imgur.com/iSgjnTS.png)
[close]
Title: Re: Have a question about Modding? Ask Here!
Post by: kpetschulat on January 20, 2014, 05:45:01 am
The handle is a little small, but it looks good.
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on January 20, 2014, 02:12:41 pm
Hey this is not really a question just kinda want a general  idea of what you guys think. Its the first thing I made on wings 3D.

Spoiler
(https://i.imgur.com/iSgjnTS.png)
[close]
Not bad. Looks good, I'm guessing around 150 poly?
Title: Re: Have a question about Modding? Ask Here!
Post by: Devmc99 on January 20, 2014, 06:33:35 pm
Hey this is not really a question just kinda want a general  idea of what you guys think. Its the first thing I made on wings 3D.

Spoiler
(https://i.imgur.com/iSgjnTS.png)
[close]
Not bad. Looks good, I'm guessing around 150 poly?
117 and Im trying to make this when I get better at moddeling
Spoiler
(https://i.imgur.com/D2zp0UZ.jpg)
[close]
To replace the light infantry on France. My friend said to start off with making the hat.

Spoiler
(https://i.imgur.com/ZvRIKrt.png)
[close]
But thats all I have so far Im having an extremely hard time with making this uniform and hat I think Im just gonna keep practicing with more simple stuff before I get  to the advance stuff.
Title: Re: Have a question about Modding? Ask Here!
Post by: DanyEle on January 21, 2014, 05:47:50 pm
Sorry for not answering here for a while, Iron Europe has been and is keeping me busy. Well, i'll still try to answer your questions.

Can you Change the volume of a Sound just by editing the .txt?

That's just a client-side modification, so you can do that with the Module System in a more straightforward way. Refer to the guide by my buddy Willhelm if you want to get the Module System set up!

Is it possible to make the crosshair static, meaning that it doesn't open when I aim?

Yeah, and that's a client side modification as well. Simply raise the accuracy to... let's say, 150 or 180 (make a few tests, then apply the changes to all the items) . I remember i had done something like this for my regiment, but still nobody ever could hit anything :D , it's a mere visual change and it wont' affect your "skillz" in any way.

I can't remember if you are able to do this or not; but is it possible to give the 33rd Officer + Ensign a different hat to the rankers? And if so, how would you go about doing it - name in the .brf file, etc?


Ignore those guys above, that's possible too, and you wont get kicked by servers if you do it properly. Obviously, if you do it client-sidely only you and all those who have the modified files will be able to see it, but, still better than nothing. There are lots of mods around which modify hats, plumes, pants, etc,...
So, i'll explain it theoretically. I'm not sure you'll understand it, but this is the way you should do it(i'll assume you want to implement the hat of another unit). Make a copy the hat of the unit you want to implement in BRF. Remember the name of the copied hat or eventually rename it to myawesomehat_copy . Now search for the mesh of the hat you want to replace(a list of the different references can be found in module_items.py from the Module System). Okay, once you found the mesh(you could simply search for the mesh you found in module_items with the "Find in Module" function from OpenBRF) DELETE it, or rename it to myoldhat_copy, but save the name of that mesh somewhere, since we're gonna need that in a while. Well, remember that awesomehat_copy? Rename it to what i told you to save from the previous hat. Save the BRF and you should have your beatiful hats in game without getting kicked.
If you want somebody else to see your beautiful new hat assigned to that unit, just give them the BRFs you modified.
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on January 21, 2014, 07:19:30 pm
Hey this is not really a question just kinda want a general  idea of what you guys think. Its the first thing I made on wings 3D.

Spoiler
(https://i.imgur.com/iSgjnTS.png)
[close]
Not bad. Looks good, I'm guessing around 150 poly?
117 and Im trying to make this when I get better at moddeling
Spoiler
(https://i.imgur.com/D2zp0UZ.jpg)
[close]
To replace the light infantry on France. My friend said to start off with making the hat.

Spoiler
(https://i.imgur.com/ZvRIKrt.png)
[close]
But thats all I have so far Im having an extremely hard time with making this uniform and hat I think Im just gonna keep practicing with more simple stuff before I get  to the advance stuff.
Keep at it mate! Just try your best and I agree, start with smaller objects and tinkle with the controls and menu's.
Title: Re: Have a question about Modding? Ask Here!
Post by: MagicTeatowel on January 21, 2014, 07:27:16 pm
I would also learn, and get used to the hot keys. :D They really come in handy and make the process much more efficient.
Title: Re: Have a question about Modding? Ask Here!
Post by: BNS Marko on January 21, 2014, 08:01:18 pm
I would also learn, and get used to the hot keys. :D They really come in handy and make the process much more efficient.
If you think Wings has hotkeys, try Blender.
Title: Re: Have a question about Modding? Ask Here!
Post by: Parrot on January 21, 2014, 10:16:37 pm
Ignore those guys above, that's possible too, and you wont get kicked by servers if you do it properly. Obviously, if you do it client-sidely only you and all those who have the modified files will be able to see it, but, still better than nothing. There are lots of mods around which modify hats, plumes, pants, etc,...

Although for the 33rd, the officer and ensign share the same shako as the ranker, you'll need to edit the troop's equipment with the module system or the troops.txt file. If you do that you'll get kicked from NW server due to the anti-cheating detection thingy :/ Trust me, if I could have separated the hats for the 33rd rankers and officers I would have done so a long time ago..

However, what you suggested does work for pretty much everything. Just not in this specific case of separating the 33rd officer's shako from the rankers' one.
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on January 22, 2014, 04:51:02 pm
How does one prevent this from happening?

(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fgyazo.com%2F45b8a1f0c5a1ec9ef520c873443d4fb0.png&hash=f8950dab50c20d7738ad10328577058463488184)
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fgyazo.com%2F4cf31fd686dfbbc124cb26a06220d61d.png&hash=087bc5d5ac456b1abc9093e4a0830b9ba75df0dc)
Title: Re: Have a question about Modding? Ask Here!
Post by: Frederik on January 22, 2014, 05:19:03 pm
Before you export the model from the modelling program you have to make every face triangulate
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on January 22, 2014, 08:55:54 pm
I made the kepi model from scratch.
Title: Re: Have a question about Modding? Ask Here!
Post by: Frederik on January 22, 2014, 08:59:34 pm
But you export it from the program you used to model it.
Title: Re: Have a question about Modding? Ask Here!
Post by: Willhelm on January 22, 2014, 09:30:03 pm
How does one prevent this from happening?

(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fgyazo.com%2F45b8a1f0c5a1ec9ef520c873443d4fb0.png&hash=f8950dab50c20d7738ad10328577058463488184)
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fgyazo.com%2F4cf31fd686dfbbc124cb26a06220d61d.png&hash=087bc5d5ac456b1abc9093e4a0830b9ba75df0dc)

What program are you using, if its blender press control+n to make all normals face the same way.
Title: Re: Have a question about Modding? Ask Here!
Post by: Devmc99 on January 26, 2014, 01:11:31 am
Hey guys need some more tips and advice. Trying to make the hat on the left soilder.

http://4.bp.blogspot.com/_femhrxbNtS0/S9prVhrRO1I/AAAAAAAAFiQ/bLSx_p_jgB4/s400/LEGION_05.jpg

https://i.imgur.com/a/1gic7

Ways to make it better or how exactly? I'm really new at modeling and need some advice/ tips.
Title: Re: Have a question about Modding? Ask Here!
Post by: kpetschulat on January 26, 2014, 02:17:58 am
The top of the hat is very round, actually. If you want, you can take the slouch hat from N&S, extend the brim and visor, then push the roundness of the hat up a tad. Then, add a tassel around it in gold, color the hat a white'ish-cream color, and you're done.

Use this for that...
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fupload.wikimedia.org%2Fwikipedia%2Fcommons%2F2%2F2c%2FL%25C3%25A9gionnaire-Mexique.JPG&hash=f0833529e8d07f9e702b02fc58d421bb8701153f)
[close]
Title: Re: Have a question about Modding? Ask Here!
Post by: gesha17 on January 26, 2014, 04:34:07 pm
How does one prevent this from happening?

(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fgyazo.com%2F45b8a1f0c5a1ec9ef520c873443d4fb0.png&hash=f8950dab50c20d7738ad10328577058463488184)
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fgyazo.com%2F4cf31fd686dfbbc124cb26a06220d61d.png&hash=087bc5d5ac456b1abc9093e4a0830b9ba75df0dc)

This means you have to make the faces on these blank places triangular(link the vertexes). OpenBRF can't do it when you have a face with like 6+ vertexes or something like that.
Title: Re: Have a question about Modding? Ask Here!
Post by: BSM 'Shut up' Williams on January 26, 2014, 04:53:48 pm
Don't worry, I sorted it out.
Title: Re: Have a question about Modding? Ask Here!
Post by: Bamse on February 04, 2014, 02:05:19 pm
I have a problem finding the British hussar's Flagbearer. Im looking to edit the texture of him and then change the flag to Another one. But i cant find either the "flag" or the Flagbearer.. Anyone have a clue where it is? iv looked everywhere in the textures folder but i dont know :S
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on February 04, 2014, 06:53:03 pm
I have a problem finding the British hussar's Flagbearer. Im looking to edit the texture of him and then change the flag to Another one. But i cant find either the "flag" or the Flagbearer.. Anyone have a clue where it is? iv looked everywhere in the textures folder but i dont know :S
Are they not the same texture as the officer or ranker?
Title: Re: Have a question about Modding? Ask Here!
Post by: Bamse on February 04, 2014, 07:17:27 pm
I belive it might be the officer, but where is the Flag that the flag bearer is holding :S
Title: Re: Have a question about Modding? Ask Here!
Post by: Griff Redstorm on February 05, 2014, 01:04:29 am
I belive it might be the officer, but where is the Flag that the flag bearer is holding :S

Take a look at ''weapon_flags.dds'' in the textures . But beware , if you just change the dds file royal horse guard and inniskilling flags will change aswell , as they are using same texture . To prevent it - if you know how to use openbrf- check the ''mmcolours.brf '' (or very similar name , pretty sure something with colour in brf files) and see if UK hussar flag have different mesh
Title: Re: Have a question about Modding? Ask Here!
Post by: Johan on February 05, 2014, 09:34:53 am
How do I replace for example hats using OpenBRF? I want to give the KGL officer the Bavarian headgear.
Title: Re: Have a question about Modding? Ask Here!
Post by: Gokiller on February 05, 2014, 09:42:01 am
Give the bavarian headgear the same name of the KGL officer hat and remove the officer hat. (replace it),
Title: Re: Have a question about Modding? Ask Here!
Post by: Johan on February 05, 2014, 09:42:49 am
Give the bavarian headgear the same name of the KGL officer hat and remove the officer hat. (replace it),

Alright, thanks alot Gokiller.
Title: Re: Have a question about Modding? Ask Here!
Post by: Johan on February 05, 2014, 09:56:02 am
Another question, how can I change the colour of the uniform?
Title: Re: Have a question about Modding? Ask Here!
Post by: Gokiller on February 05, 2014, 10:01:29 am
Well you can always play around with the BRF and change the colours with one of the (right-click) options, however then you do the entire model in one. Which tends to get quite ugly.

The best option is the normal texturing route, using programs like Gimp, Photoshop etc.
Title: Re: Have a question about Modding? Ask Here!
Post by: Johan on February 05, 2014, 10:06:31 am
Well you can always play around with the BRF and change the colours with one of the (right-click) options, however then you do the entire model in one. Which tends to get quite ugly.

The best option is the normal texturing route, using programs like Gimp, Photoshop etc.

I tried using Photoshop, but it said something like invalid file...

Nevermind, just downloaded Paint.net. Works now.
Title: Re: Have a question about Modding? Ask Here!
Post by: Bamse on February 05, 2014, 11:17:02 pm
I belive it might be the officer, but where is the Flag that the flag bearer is holding :S

Take a look at ''weapon_flags.dds'' in the textures . But beware , if you just change the dds file royal horse guard and inniskilling flags will change aswell , as they are using same texture . To prevent it - if you know how to use openbrf- check the ''mmcolours.brf '' (or very similar name , pretty sure something with colour in brf files) and see if UK hussar flag have different mesh

Thank you Griff! :) Worked perfectly! :) . Btw have you made a texture for the 11e yet? :)
Title: Re: Have a question about Modding? Ask Here!
Post by: Johan on February 06, 2014, 11:40:53 am
How do I "update" old skins? I want to use the Svea Livgarde skin I got from Taleworlds but it messes up like the entire Austrian faction...
Title: Re: Have a question about Modding? Ask Here!
Post by: Gokiller on February 06, 2014, 11:43:24 am
What exactly did you change? I doubt its as simple as updating a skin considering like you say it messed up an entire faction.
Title: Re: Have a question about Modding? Ask Here!
Post by: Joseph Graham on February 06, 2014, 11:43:46 am
Chances are the skin isn't up to date either.
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on February 06, 2014, 06:50:19 pm
An announcement: I will be making a tutorial on the Brf and textures etc. So keep an eye out soon.
Title: Re: Have a question about Modding? Ask Here!
Post by: Willhelm on February 07, 2014, 11:05:14 pm
That's good because i can't find the time or motivation to finish mine.
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on February 08, 2014, 02:26:47 am
Haha, I know the feel. I slowly make progress, videos will be included! :D
Title: Re: Have a question about Modding? Ask Here!
Post by: Joseph Graham on February 08, 2014, 05:03:57 pm
This might be the wrong place to ask, but hey, you never know. Does anyone have any idea where I might be able to find some decent Irish battle cries, male and female, that would fit within NW?
Title: Re: Have a question about Modding? Ask Here!
Post by: Parrot on February 08, 2014, 08:31:12 pm
This might be the wrong place to ask, but hey, you never know. Does anyone have any idea where I might be able to find some decent Irish battle cries, male and female, that would fit within NW?

It's surprisingly very difficult to find good battle cries that will fit with the game. The best way (and the way that avoids any copyright infringement) is to do the cries yourself or commission someone to do them for you...
Title: Re: Have a question about Modding? Ask Here!
Post by: Joseph Graham on February 09, 2014, 01:04:21 am
This might be the wrong place to ask, but hey, you never know. Does anyone have any idea where I might be able to find some decent Irish battle cries, male and female, that would fit within NW?

It's surprisingly very difficult to find good battle cries that will fit with the game. The best way (and the way that avoids any copyright infringement) is to do the cries yourself or commission someone to do them for you...

... my Irish accent is awful. I better give it my all.
Title: Re: Have a question about Modding? Ask Here!
Post by: AntonioTheWorstAtMelee on February 12, 2014, 03:52:46 am
Searched through thread wasn't able to find out this:

Which pants are the Landwehr wearing >.<

I found them in OpenBRF but no idea how to use that to my advantage :s
Title: Re: Have a question about Modding? Ask Here!
Post by: Dom13WorstNW on February 12, 2014, 05:34:49 am
Is there a way to get rid of the smoke in the game  or at least make it thinner and disappear faster   :P




In linebattles the smoke from everything drops my fps from 30 to 10   :(
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on February 12, 2014, 12:26:33 pm
Searched through thread wasn't able to find out this:

Which pants are the Landwehr wearing >.<

I found them in OpenBRF but no idea how to use that to my advantage :s
What do you want with them?

Is there a way to get rid of the smoke in the game  or at least make it thinner and disappear faster   :P




In linebattles the smoke from everything drops my fps from 30 to 10   :(
Better Grafix card, joke, there is a mod out around for that check around on modifications.
Title: Re: Have a question about Modding? Ask Here!
Post by: AntonioTheWorstAtMelee on February 13, 2014, 01:38:14 am

Searched through thread wasn't able to find out this:

Which pants are the Landwehr wearing >.<

I found them in OpenBRF but no idea how to use that to my advantage :s
What do you want with them?

I was able to get some help and found out they are Coldstreams Pants.

I am recoloring the Ladwehr, but for some reason I was not able to put the FK pants for landwehr by doing the duplicate steps, and resultd to just coloring the pants black.

So now the pants are fine just CS also have em black too :3 Gona reinstall NW an save my textures. Something keeping me from duplicating and renaming items to replace another one I want to remove
Title: Re: Have a question about Modding? Ask Here!
Post by: Parrot on February 13, 2014, 12:43:57 pm
I was able to get some help and found out they are Coldstreams Pants.

I am recoloring the Ladwehr, but for some reason I was not able to put the FK pants for landwehr by doing the duplicate steps, and resultd to just coloring the pants black.

So now the pants are fine just CS also have em black too :3 Gona reinstall NW an save my textures. Something keeping me from duplicating and renaming items to replace another one I want to remove

You can create new materials to stop the sharing business between factions. Just follow the mesh's path to the material, duplicate it, rename it "landwehr pants" or something, and change the texture name to your new edited one. Don't forget to import the texture as well, otherwise the game won't load it.
Title: Re: Have a question about Modding? Ask Here!
Post by: Romulus on February 13, 2014, 12:51:13 pm
Probably a simple mod but I would like to change the flag that the flag bearer has. Specifically speaking the image that is actually on the flag for the Austria Hungarian Grenadiers. How would I go about doing that?
Title: Re: Have a question about Modding? Ask Here!
Post by: Joseph Graham on February 13, 2014, 01:33:41 pm
Using OpenBrf, the model can be found under mm_colours in the resource folder; the texture for the Austrian Hungarian Grenadier flag can be found under austrian_flags in the texture folder. From there, open up the texture in Paint.net and swap out the image you want.
Title: Re: Have a question about Modding? Ask Here!
Post by: gesha17 on February 16, 2014, 12:41:46 pm
I posted this a while ago, but no one responded, so im posting it again.
I might be doing something really stupid here, but here's my problem:
I coded some custom items ingame, and when i try to spawn on a server it kicks me, saying that i am "kicked for cheating".
I asked some people(modders), but no one could help me fix it. I tried it on dedicated server and on a server hosted ingame, but I am still getting the same issue.

One guy told me it could be something with the weapons the character uses, and i noticed that when i click on the unit, it says it uses weird items such as "Anglian Helmet", "English Shoes" and once even "Howitzer" ???
Here's some screenshots.
The weird item:
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fimagizer.imageshack.us%2Fv2%2F1024x768q90%2F545%2F2mlj.jpg&hash=6bddfbf4d7cb45c4154df48dd16a6f8bcd8b50fa)
[close]
The kick message:
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fimagizer.imageshack.us%2Fv2%2F1024x768q90%2F577%2F49em.jpg&hash=e01ada2f09f9d307f1edebe0ebfc311cd6e52c29)
[close]

On commanders battle gamemode there's no problem with spawning or anything, but i haven't changed the officers equipment, only the AI's equipment, so i guess that's why.

Here's the troop's equipment code, if that would be of help
Code
["british_infantry","Anglo-Saxon Footmen","Line Infantry",tf_guarantee_all,0,0,fac_britain,
   [itm_anglian_sword2, itm_anglian_shield, itm_anglian_armour,itm_anglian_helmet,itm_english_shoes],
   def_attrib_multiplayer|level(20),wpex(50,5,130,5,150,5),knows_common|knows_ironflesh_3|knows_power_strike_3|knows_athletics_3,swadian_face_middle_1, swadian_face_old_2],
Title: Re: Have a question about Modding? Ask Here!
Post by: Parrot on February 16, 2014, 01:41:50 pm
Are you sure that there are no minor spelling mistakes between the items in the inventory and the items in the item list? It might also help to just type them all out again (a pain, but sometimes it fixes it for no reason)
Title: Re: Have a question about Modding? Ask Here!
Post by: DanyEle on February 16, 2014, 06:21:52 pm
Of course servers kick you! You cant code new items in game and then use them unless you make a completely new mod running different server side files which actually accept what the client has. All you can do is change items' names and meshes and a few other things which are just client side.
Title: Re: Have a question about Modding? Ask Here!
Post by: DutchFoot on February 17, 2014, 03:28:49 pm
I went into the Module_factions.py and when I changed the name of the United Kingdom, and went on multiplayer, it still said United Kingdom even though I changed it. Is there anything else I have to do to get the name to show up in multiplayer?

Thanks
Title: Re: Have a question about Modding? Ask Here!
Post by: Gokiller on February 17, 2014, 04:02:36 pm
C:\Program Files (x86)\Steam\SteamApps\common\MountBlade Warband\Modules\Napoleonic Wars\languages\en
You will find more luck there.
Title: Re: Have a question about Modding? Ask Here!
Post by: lerty37 on February 23, 2014, 09:55:48 pm
What are the steps to change the color of a uniform? Like if I wanted to change the freikorps uniform to a different color.
Title: Re: Have a question about Modding? Ask Here!
Post by: Dom13WorstNW on February 25, 2014, 04:13:33 am
How can I install several skins for the same faction?   :P
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on February 25, 2014, 02:35:12 pm
How can I install several skins for the same faction?   :P
Openbrf.
Title: Re: Have a question about Modding? Ask Here!
Post by: gesha17 on February 26, 2014, 10:57:31 am
So, how do i make the server side files accept what the client has? And what should i change the items names to?
Title: Re: Have a question about Modding? Ask Here!
Post by: Parrot on February 26, 2014, 05:27:13 pm
So, how do i make the server side files accept what the client has? And what should i change the items names to?

In order for the server to accept your module, it needs to be running your module (complicated :P ) If you want your mod to be compatible with another mod (a client side mod) then there are certain files you can and can't edit.

For example, you can change the meshes and textures using OpenBRF, you can change some item names (what is displayed ingame, not the mesh names), some strings, sounds, and that's just about it. On the other hand, if you add new items to a troop using the module system you will need your own mod, and therefore your own server files.
Title: Re: Have a question about Modding? Ask Here!
Post by: gesha17 on February 26, 2014, 07:35:59 pm
So, how do i make the server side files accept what the client has? And what should i change the items names to?

In order for the server to accept your module, it needs to be running your module (complicated :P ) If you want your mod to be compatible with another mod (a client side mod) then there are certain files you can and can't edit.

For example, you can change the meshes and textures using OpenBRF, you can change some item names (what is displayed ingame, not the mesh names), some strings, sounds, and that's just about it. On the other hand, if you add new items to a troop using the module system you will need your own mod, and therefore your own server files.

Thank You for the responds, but I still can't quite understand. I'm not making a client side mod. The dedicated server I am using is using the same files as the mod. So, if I understood correctly, I need to use the installer? What do you mean "I need my own mod, and my own server files".

I have some items/buildings already(given that I have been working on the mod for like 4-5 months) and that's my biggest problem atm :(
Title: Re: Have a question about Modding? Ask Here!
Post by: Zpork on February 26, 2014, 09:44:13 pm
Not sure if this is of subject or not. But what software is it for making skins?
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on February 27, 2014, 01:17:01 am
@gesha do you want to modify server or your game?

@zpork specify
Title: Re: Have a question about Modding? Ask Here!
Post by: Yde on February 27, 2014, 03:53:34 pm
A member of my regiment, the dear Folmer, spews out scenes like a chinese factory spews out cheap plastic toys. Now this is all great but it gets tiresome waiting for the map to download at a rate of 20kb/s. Is there a .cfg or .txt file you can change to up the download speed?

Thanks in advance,
Yde
Title: Re: Have a question about Modding? Ask Here!
Post by: Parrot on February 27, 2014, 05:24:09 pm
Now this is all great but it gets tiresome waiting for the map to download at a rate of 20kb/s. Is there a .cfg or .txt file you can change to up the download speed?

I'm afraid not, it all depends on your download speed and the quality of the server connection. I wish there was a magic number we could all type into the module system...
Title: Re: Have a question about Modding? Ask Here!
Post by: Yde on February 27, 2014, 06:44:23 pm
Now this is all great but it gets tiresome waiting for the map to download at a rate of 20kb/s. Is there a .cfg or .txt file you can change to up the download speed?

I'm afraid not, it all depends on your download speed and the quality of the server connection. I wish there was a magic number we could all type into the module system...
I must respectfully disagree  :) It seems impossible that every server ever sends maps to players at the same speed. Also, 20kb/s is a ridiculously low number. A bad internet connection will have around 5mb which means 250 times the speed of downloading a Mount and Blade map. Now, my connection has 40mb download which makes it even more ridiculous. This was all to refute the hypothesis that the internet connection would be the limiting factor, so it is still entirely possible that it is hardcoded into the server files and can't be changed via .cfg or .txt

Edit: The master has spoken :D We rented from ArcticServers and the aforementioned chinese factory asked the owner Felix, and said that 20kb/s was around the maximum stable download speed.
Title: Re: Have a question about Modding? Ask Here!
Post by: Muddy on February 28, 2014, 05:52:27 am
  Basically trying to expand on the partisan zombies mod and make it executable from the admin menu in game (like battle,tdm, conquest). We already have the script running that works with no needed client download. I was just wondering if there is a way to change the features (color,or skins) of the partisan/zombie server side to client?

  Does anyone have a idea as to how a custom map is downloaded from server to client? I have asked around a bit and nobody seems to know exactly how the it is done and was wondering if there may be a backdoor way of adding a simple skin or texture for the clients?
Title: Re: Have a question about Modding? Ask Here!
Post by: Parrot on February 28, 2014, 10:05:18 am
That sounds pretty awesome! Unfortunately the skins and other individual changes to the unit will have to be downloaded as a separate client mod, I recommend you including a link to the download in your server's thread. If people don't have the mod it'll basically be a "peasant rush" scenario that involves loads of partizani.
Title: Re: Have a question about Modding? Ask Here!
Post by: Raddeo on March 02, 2014, 01:43:44 pm
I have a little problem. I'm trying to edit aiming animation, so I've edited 'ready_musket' animation, but in game, every few seconds musket just for a brief moment come back to original aiming position. Anyone knows what may be a reason of such situation? Is there any other animation which I should edit, or is it just flaw of WB engine and there's nothing what I can do with it?

EDIT: I believe that I understand now. I mounted gun to left hand in shooting animation and now everytime when animation ends and game must start it from the beginning for a short moment game moves gun to right hand. Does anyone know whether it is possible to avoid it?
Title: Re: Have a question about Modding? Ask Here!
Post by: DanyEle on March 04, 2014, 10:56:26 am
Edit the frames the animation starts at and ends at, should be something like 0, 5 . Since it's clientside you dont have to worry about getting kicked from the servers. The Module System will change the file actions.txt
Title: Re: Have a question about Modding? Ask Here!
Post by: Raddeo on March 04, 2014, 11:13:59 am
Unfortunately it doesn't work. Why should that help? Same things happens with original Native crossbows with original Native animation, so it's probably not fault of my animation.
Title: Re: Have a question about Modding? Ask Here!
Post by: DanyEle on March 04, 2014, 11:29:15 am
Try to change the overdue of the animation(something like 2.5). As far as i remember  the ready_musket has the _keep flag assigned to it. So that means that once the animation time is over, it will restart. Probably you didn't edit all frames or your animation doesn't use all the correct frames you modified. Or, most likely, the starting frame for your animation is wrong and doesnt have the proper pose.
Title: Re: Have a question about Modding? Ask Here!
Post by: Raddeo on March 04, 2014, 04:03:42 pm
No and no :( I've changed all frames (even if not, it should impossible to switch musket from one hand to another using just animation), first frame (which do not appear in openbrf) has normal 'cross' pose, the same as all other animations. Are you sure that _keep flag shout restart animation? Doesn't it rather keep last frame of animation? Because when I changed starting and ending frame (to 0, 5) after end of animation game was still using last frame of it instead of starting it from the beginning. Problem is, that when animation ends for a short moment game mount musket to right hand instead of left one. For me it seems that when animation ends and theoretically game has to choose new one (in our case there's just one animation so there's nothing to choose) game switch musket to default right hand because flag is connected with one certain animation, not whole ready_musket action. I may be wrong of course, I'm just trying to understand why the game do it :)

btw. is there any kind of document with description of all available flags? In header_animations there are only their names and it doesn't help at all.
Title: Re: Have a question about Modding? Ask Here!
Post by: Parrot on March 04, 2014, 04:44:40 pm
I could be misunderstanding the issue here (I'm not too savy with the animations) but have you tried mirroring the animation in openbrf? It should have the effect of the item not having to switch hands.
Title: Re: Have a question about Modding? Ask Here!
Post by: DanyEle on March 04, 2014, 06:14:22 pm
Okay, i understand your problem. There's another useful flag called stick_to_left_hand . Try to use it in your animation or remove it. Unfortunately i couldn't find any reference for the header_files, all you need is see what they do in practice.
Title: Re: Have a question about Modding? Ask Here!
Post by: Raddeo on March 04, 2014, 08:00:20 pm
stick_to_left_hand? Not rather arf_stick_item_to_left_hand? I've already used it. I's necessary to force game to hold gun in left hand instead of right one. But it's supposed to be used for single animation, not whole action. Problem is, that every few seconds game switches gun back to right hand for a while.
Title: Re: Have a question about Modding? Ask Here!
Post by: Parrot on March 04, 2014, 08:07:28 pm
Yeah, that's why I suggested mirroring the animation with openbrf. If you wanted to try it, you'd need to get rid of all the "stick to whatever hand" stuff in the animations python file. It may not exactly what you're looking for (with the mirrored animation) but it should avoid any magic tricks with the hand-to-hand jumping...
Title: Re: Have a question about Modding? Ask Here!
Post by: Raddeo on March 04, 2014, 08:14:28 pm
Sorry Parrot I forgot to answer you (I'm drunk a bit :P ). It won't work. Taleworlds did it's best to make our lifes harder and mirroring animation will give use nothing, as openbrf will automaticly change bones. So hand which is on the right side will always be right hand and the one on the left side will be left hand :) Normally musket is in the right hand, so if I get rid of 'stick to whatever hand' flags, musket will be in right hand.
Title: Re: Have a question about Modding? Ask Here!
Post by: Parrot on March 04, 2014, 08:20:08 pm
Sorry Parrot I forgot to answer you (I'm drunk a bit :P ). It won't work. Taleworlds did it's best to make our lifes harder and mirroring animation will give use nothing, as openbrf will automaticly change bones. So hand which is on the right side will always be right hand and the one on the left side will be left hand :) Normally musket is in the right hand, so if I get rid of 'stick to whatever hand' flags, musket will be in right hand.

Hmm, that's not the results I got when mirroring animations. The reload animation I added to my NW mod was mirrored: with the normal version of that animation, the "ramrod" was basically the musket, so you'd get this crazy musket waving dance thing; until I mirrored the animation that is :P

(what are you drinking? ;) )
Title: Re: Have a question about Modding? Ask Here!
Post by: Raddeo on March 04, 2014, 09:06:55 pm
Aye, you're right. In the original version musket was in right hand. And ramrod in left one. When you mirrored animation right hand became left one. But musket is still in 'new' right hand. It moves like left hand before mirroring, but it's still on right side of the body. Important matter is, that position of musket in left hand is different than position of musket in right hand. Normally musket is kept in right hand on the trigger and in the left hand in the middle of the barrel. So if you mirrored animation musket was still in right hand (kept on trigger). I need to force game to hold it in the middle of barrel all the time. So mirroring animation won't help because musket will still me held on trigger (in new right hand), not on the barrel, just moves of arm will change. And I don't want to change those moves, as they are fine now.

(What can real Polish guy drink? Vodka of course :D )
Title: Re: Have a question about Modding? Ask Here!
Post by: Raddeo on March 06, 2014, 08:20:35 pm
DanyEle, so you don't have any other ideas how to solve this? Becaue we still didn't achieve to get rid of this problem :)
Title: Re: Have a question about Modding? Ask Here!
Post by: DanyEle on March 06, 2014, 11:26:48 pm
I really have yet to figure out what the actual problem is, honestly, you lost me with all those long drunk paragraphs :D .Try to explain it in 2 lines at maximum, please.
Title: Re: Have a question about Modding? Ask Here!
Post by: Raddeo on March 07, 2014, 12:18:25 am
Ignore drunk posts, they were to Parrot :)

Two lines? Everytime when animation ends, musket is switched to right hand for a while. That's all :) Here's short movie (http://www.youtube.com/watch?v=wUNjhpWYelA&feature=youtu.be), on which you can see what's going on. All the time musket is in left hand and then, just for a short moment is jumps to right hand. I've done some tests by adding arf_cyclic flag and it came out, that this strange 'jump' appear every time when time of animation ends.
Title: Re: Have a question about Modding? Ask Here!
Post by: DanyEle on March 07, 2014, 02:16:10 pm
Okay, i think there is one wrong frame in your animation. I dont know what program you use for animation editing, but browse it frame by frame and fix the frame where your musket is held in the wrong hand, or leave that out in module_animations. Also you might try to make it last just for 2 frames and see how it goes

EDIT: could you please copy here the code from module_animations your animation uses?
Title: Re: Have a question about Modding? Ask Here!
Post by: Raddeo on March 07, 2014, 03:46:48 pm
It's just one frame. So it can't be in any way broken. Whole animation has something like 7 frames, but NW is using only one of them. I already tried to change amount of frames (it was your first advice), but it changed nothing. The same problem appers with Native crossbows using Native animation and with NW muskets using NW animations, so it's probably not fault of my animation.

Here's a code. It's just original NW code with arf_stick_item_to_left_hand flag.
Code
["ready_musket", acf_rot_vertical_bow|acf_anim_length(100), amf_priority_attack|amf_client_owner_prediction|amf_keep|amf_rider_rot_crossbow|amf_use_weapon_speed, 
   [1.5, "ready_musket", 2, 2, arf_stick_item_to_left_hand|blend_in_ready],
],
Title: Re: Have a question about Modding? Ask Here!
Post by: DanyEle on March 07, 2014, 09:34:40 pm
Code
 ["ready_musket", acf_rot_vertical_bow|acf_anim_length(100), amf_priority_attack|amf_keep|amf_client_owner_prediction|amf_rider_rot_crossbow|amf_use_weapon_speed, 
   [1.5, "ready_musket", 2, 2, blend_in_ready],

This is the original code from NW. My suggestion is: remove  arf_stick_item_to_left_hand and edit the animation to use a different wielding hand.
Title: Re: Have a question about Modding? Ask Here!
Post by: Raddeo on March 07, 2014, 10:04:41 pm
I know how original code from NW looks :) I'm not sure whether I understand you suggestion correctly. Is that possible to force game to wield musket in left hand without this flag and only by editing animation? Or do you suggest to use right hand wielding? Second option is not possible as it's very important to have this gun sticked to left hand.
Title: Re: Have a question about Modding? Ask Here!
Post by: DanyEle on March 08, 2014, 03:11:02 pm
Okay, i've been experimenting a bit with it, and it looks like the animation restarts according to this function . y = x*4  . X = the time you specified in module_animations

Code
[1.5,

and Y = the time after that the weapon gets wielded in the right hand(i made some tests and while x was 5, it lasted for 30 seconds, if it was 20, it reset after 60 seconds and so on...) . So assuming no one would be aiming for longer than 15 seconds, we can  consequently set the total overdue if it wasn't for the fact that number also influences the delay between the aiming and shooting: you cannot shoot until X seconds after that animation is played and your character will be stuck in that pose for a longer time if you increased it. So i tried to modify also the release animation code and see if it could override the aiming, but that's not made any different ,so I came to the conclusion that this code would probably be the best balance: the animation restarts after 10 seconds, but allows you to shoot just after 2.5 seconds you've been aiming. I tried to change animation priorities, but nothing's changed. I guess a new aiming system would be needed if you wanted to go beyond Warband's limits.

Code
 ["ready_musket", acf_rot_vertical_bow|acf_anim_length(100), amf_priority_attack|amf_keep|amf_client_owner_prediction|amf_rider_rot_crossbow|amf_use_weapon_speed, 
   [2.5, "ready_musket", 2, 2, arf_stick_item_to_left_hand|arf_blend_in_3],
   ],
Title: Re: Have a question about Modding? Ask Here!
Post by: Raddeo on March 09, 2014, 12:48:09 am
Hmm... I'm afraid it's not a solution for me. Noone will use my mod, if it forces him to shoot slower than someone without mod. I guess it would be better to leave mod with this bug. But anyway, thanks for trying to help me. Of course I'll continue looking for another solution, maybe I'll discover something new ;) Can I just have one more question? What does those 'arf_blend_in_[number] do? There's a lot of such flags in header_animations.py and I have no idea what they're for. I see that you've used one of them in your code, so maybe you can help me to understand them?
Title: Re: Have a question about Modding? Ask Here!
Post by: Raddeo on March 09, 2014, 01:12:56 pm
Heh... I've got some progress :) It seems that amf_use_cycle_period flag can force gun to stay in one hand all the time (only once at the beginning this appers, but it's not big problem). I have no idea how, but it helps. But now problem is that player don't have to wait 1,5 seconds to fire. And if he fires before this time, then he can see client-side shoot but in fact musket doesn't fire on the server. Do you have any idea how to force game to wait this 1,5 second to avoid launching this bug? Sorry for overworking your kindness, but you're probably only one who can help me :)
Title: Re: Have a question about Modding? Ask Here!
Post by: Penn on March 12, 2014, 06:16:03 pm
Why does this keep happening? I exported a uniform from one faction to replace it in another faction.

(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fi60.tinypic.com%2Fvoq5ns.png&hash=e28eaeab26578a55a38a25733e14777aec7e2214)

As you can see, the uniform is stuck in place, not following any animation patterns.
What am I doing wrong? Thanks!
Title: Re: Have a question about Modding? Ask Here!
Post by: DanyEle on March 12, 2014, 07:00:10 pm
Heh... I've got some progress :) It seems that amf_use_cycle_period flag can force gun to stay in one hand all the time (only once at the beginning this appers, but it's not big problem). I have no idea how, but it helps. But now problem is that player don't have to wait 1,5 seconds to fire. And if he fires before this time, then he can see client-side shoot but in fact musket doesn't fire on the server. Do you have any idea how to force game to wait this 1,5 second to avoid launching this bug? Sorry for overworking your kindness, but you're probably only one who can help me :)

I'd like to help but i dont have the time lately, sorry. Just try to experiment a bit more or go ahead and recode an entire shooting system like IE :D
Title: Re: Have a question about Modding? Ask Here!
Post by: Raddeo on March 12, 2014, 07:13:25 pm
Dany, ok, anyway, thanks for everything :)

Penn, rigging is the key. Just copy another uniform with similar shape and then use 'paste rigging' option on your new uniform.

Title: Re: Have a question about Modding? Ask Here!
Post by: lerty37 on March 18, 2014, 07:25:49 am
How do u change a color of a uniform using the magic wand?
Title: Re: Have a question about Modding? Ask Here!
Post by: Walko on March 18, 2014, 07:34:25 am
How do u change a color of a uniform using the magic wand?

You select what you would like using the magic wand, then click the button above  layers called adjustments (I'm assuming you are using photoshop) then select Hue/Saturation and then click colorized, and just mess with the scales.
Title: Re: Have a question about Modding? Ask Here!
Post by: lerty37 on March 18, 2014, 07:59:22 am
How do u change a color of a uniform using the magic wand?

You select what you would like using the magic wand, then click the button above  layers called adjustments (I'm assuming you are using photoshop) then select Hue/Saturation and then click colorized, and just mess with the scales.
I did that but it made my whole thing a color. Is there a way just to pick a color and put it there?
Title: Re: Have a question about Modding? Ask Here!
Post by: Althalus on March 18, 2014, 08:23:52 pm
Spoiler
How do u change a color of a uniform using the magic wand?

You select what you would like using the magic wand, then click the button above  layers called adjustments (I'm assuming you are using photoshop) then select Hue/Saturation and then click colorized, and just mess with the scales.
I did that but it made my whole thing a color. Is there a way just to pick a color and put it there?
[close]

Yes.
Magic wand > cut > new layer > paste > edit levels.
If that doesn't work, Magic wand > cut > new image > paste > levels and then copy back to the original.

Alternatively, just do the edits, copy the piece you want, then undo or reopen and paste back into the original.
Title: Re: Have a question about Modding? Ask Here!
Post by: Mexican on March 22, 2014, 04:00:07 am
Sorry if this has been asked before but does anyone know of any good guides on making skins. I've been searching around and couldn't find any. Any help would be appreciated
Title: Re: Have a question about Modding? Ask Here!
Post by: MadManYo on March 22, 2014, 10:57:11 pm
How does one change British sailors to selected items instead of random because I have put the items I want for them in the source code for NW but I can't work out how to change their weapon selection from random to eg itm_french_dragoon_musket
Title: Re: Have a question about Modding? Ask Here!
Post by: Walko on March 22, 2014, 11:28:52 pm
How does one change British sailors to selected items instead of random because I have put the items I want for them in the source code for NW but I can't work out how to change their weapon selection from random to eg itm_french_dragoon_musket

That won't work.
Title: Re: Have a question about Modding? Ask Here!
Post by: Jorvasker on March 22, 2014, 11:36:53 pm
Yup,  can't do that.
Title: Re: Have a question about Modding? Ask Here!
Post by: Parrot on March 22, 2014, 11:59:26 pm
How does one change British sailors to selected items instead of random because I have put the items I want for them in the source code for NW but I can't work out how to change their weapon selection from random to eg itm_french_dragoon_musket

That won't work.

The random weapon selection thing is in strings and scripts. If you want to remove it completely remove it from scripts, or you can change the string to whatever weapon you are using for that class.
Title: Re: Have a question about Modding? Ask Here!
Post by: Blobmania on March 23, 2014, 08:33:04 pm
How does one change British sailors to selected items instead of random because I have put the items I want for them in the source code for NW but I can't work out how to change their weapon selection from random to eg itm_french_dragoon_musket

That won't work.

The random weapon selection thing is in strings and scripts. If you want to remove it completely remove it from scripts, or you can change the string to whatever weapon you are using for that class.

Not quite true - "Strings" just contain lines of viewable text (i.e. the text seen on the menu buttons, in singleplayer text dialogue, etc...). Anything in there will not have an actual effect on the code, only on what you read inside the game. The actual randomisation code should be in Scripts, as you said.

FYI MadManYo, you won't be able to use that module on a server running NW - it'll kick you for cheating if you do. The mod will need to be serverside if you want it to work.
Title: Re: Have a question about Modding? Ask Here!
Post by: Parrot on March 24, 2014, 11:21:15 am
How does one change British sailors to selected items instead of random because I have put the items I want for them in the source code for NW but I can't work out how to change their weapon selection from random to eg itm_french_dragoon_musket

That won't work.

The random weapon selection thing is in strings and scripts. If you want to remove it completely remove it from scripts, or you can change the string to whatever weapon you are using for that class.

Not quite true - "Strings" just contain lines of viewable text (i.e. the text seen on the menu buttons, in singleplayer text dialogue, etc...). Anything in there will not have an actual effect on the code, only on what you read inside the game. The actual randomisation code should be in Scripts, as you said.

FYI MadManYo, you won't be able to use that module on a server running NW - it'll kick you for cheating if you do. The mod will need to be serverside if you want it to work.

I found the string you want:
Code
("random", "Random"),

And Blob is right, in the scripts there will be a part that basically says "for this troop, display this string for the weapon box", which might be something you'll want to look into removing if your France and Britain replacements use different weapons for that class.
Title: Re: Have a question about Modding? Ask Here!
Post by: Arcturus on March 28, 2014, 04:14:45 pm
How do I change the colour of the plumes on the highlanders?

I'm currently doing a reskin of the 42nd; changing it from the Grenadier Company of the 42nd to the Grenadier Company of the 78th. Simple texture editing on Paint.net only got me so far. I want to make the plume all white.
Title: Re: Have a question about Modding? Ask Here!
Post by: Walko on March 28, 2014, 04:32:17 pm
How do I change the colour of the plumes on the highlanders?

I'm currently doing a reskin of the 42nd; changing it from the Grenadier Company of the 42nd to the Grenadier Company of the 78th. Simple texture editing on Paint.net only got me so far. I want to make the plume all white.

The .dds is called britishhats or something like that ,  and you just open it up, find the plume there and then re color to your choosing.
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on March 28, 2014, 04:59:08 pm
How do I change the colour of the plumes on the highlanders?

I'm currently doing a reskin of the 42nd; changing it from the Grenadier Company of the 42nd to the Grenadier Company of the 78th. Simple texture editing on Paint.net only got me so far. I want to make the plume all white.

The .dds is called britishhats or something like that ,  and you just open it up, find the plume there and then re color to your choosing.
No. Just no.
If you do that you change other regiments plume cokor as well. :P just re- uvmap the plumes in a 3d editing program.
Title: Re: Have a question about Modding? Ask Here!
Post by: Arcturus on March 28, 2014, 11:17:58 pm
How do I change the colour of the plumes on the highlanders?

I'm currently doing a reskin of the 42nd; changing it from the Grenadier Company of the 42nd to the Grenadier Company of the 78th. Simple texture editing on Paint.net only got me so far. I want to make the plume all white.

The .dds is called britishhats or something like that ,  and you just open it up, find the plume there and then re color to your choosing.
No. Just no.
If you do that you change other regiments plume cokor as well. :P just re- uvmap the plumes in a 3d editing program.

Downloaded Wings 3D, cheers for the help.
Title: Re: Have a question about Modding? Ask Here!
Post by: Blitz_craig on March 31, 2014, 01:02:54 am
I need to change the name of a faction for faction re-skin project I am working on and I have a question.

How do I get the bottom faction name to change in the opening game menu?

Example:

Empire Francaise
             French Empire

Never mind. I found the correct string.

Title: Re: Have a question about Modding? Ask Here!
Post by: DanyEle on March 31, 2014, 05:08:09 pm
Languages folder in Napoleonic Wars folder, then search for that faction name in one of the CSV file in the "en" or any other language folder.
Title: Re: Have a question about Modding? Ask Here!
Post by: Oldest_Guard on April 08, 2014, 07:42:57 pm
Having some issues, trying to make a skin for the french where they have greatcoats, however this causes the British troops legs to change with them, how can I distinguish between the two so that they are separate?
Title: Re: Have a question about Modding? Ask Here!
Post by: Penn on April 08, 2014, 09:16:03 pm
Having some issues, trying to make a skin for the french where they have greatcoats, however this causes the British troops legs to change with them, how can I distinguish between the two so that they are separate?

You can only do that by coding I'm afraid. Unless you use the Vistule/Old Guard/Voltiguers (They all have their own pants)
Title: Re: Have a question about Modding? Ask Here!
Post by: Raddeo on April 08, 2014, 10:04:55 pm
Having some issues, trying to make a skin for the french where they have greatcoats, however this causes the British troops legs to change with them, how can I distinguish between the two so that they are separate?

You can only do that by coding I'm afraid. Unless you use the Vistule/Old Guard/Voltiguers (They all have their own pants)

Spoiler
(https://31.media.tumblr.com/f64d704c51df2a15b8d5f9c987e79de8/tumblr_inline_n128m0SKgz1qafrh6.gif)
[close]
Penn, you're not very into modding, are you? Parrot explained it once. It's very basic trick.

It's perfectly possible to separate the pants for every single unit in the game (although that will take ages). You need to get rid of the original pant's mesh by renaming it, and then add it to the tunic/torso of each unit that it was connected to. Notice how the tunics have their name and then other meshes bellow them with the same name, but followed by a number? Use this for separating the pants.

Example
british_light
british_light.1
british_light.2
british_light.3                     <--- These are the new pants
british_light_pants_old      <--- These are the original pants with the suffix "old" which prevents them from loading in NW
Title: Re: Have a question about Modding? Ask Here!
Post by: Blobmania on April 08, 2014, 10:46:04 pm
Pretty sure that would cause mesh/texture loading errors? It might not crash, but it would probably make your version of NW unstable, to say the least.
Title: Re: Have a question about Modding? Ask Here!
Post by: Raddeo on April 08, 2014, 11:01:10 pm
No. Deleting mesh from OpenBRF doesn't cause any errors. Of course, if one wants to be fully sure that there are no errors, he can leave there empty mesh (or very small one) for old pants instead of deleting it, but in fact it would just be additional senseless work.
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on April 09, 2014, 04:53:37 am
Raddeo Blob is right.
Openbrf will automatically see that there are meshes missing without it's propper settings. This then sends the error to the game. Game is like grandpa with an Ipad, he will get confused as to why its there and how to use it, same applies to the pants adding system. I have been doing that since like 2 years ago. It slowed down the game for me, making it lag quite a bit, it was a slow process. Openbrf errors and map change is death.
Edit: But really the only way to do it without making a new mod, tried coding didn't go so well, modified vanilla with vanilla server = kicked.
You can read my whole chronicles in My shack in Talesworld.
Title: Re: Have a question about Modding? Ask Here!
Post by: Penn on April 09, 2014, 12:22:12 pm
Pretty sure that would cause mesh/texture loading errors? It might not crash, but it would probably make your version of NW unstable, to say the least.

Agree, this does not sound like a very good idea
Title: Re: Have a question about Modding? Ask Here!
Post by: ZuS on April 09, 2014, 02:54:22 pm
Which model in the openBRF is used by austrain infantry officer?
Title: Re: Have a question about Modding? Ask Here!
Post by: Raddeo on April 09, 2014, 11:10:31 pm
Betaknight, I've never noticed such problems after using this method. Fact is, that I've never been using it on big scale (like changing all pants), only for individual items (like one or two hats, etc), so maybe there were lags but too small to notice them. But if you say that it really causes bugs and that you've tested it, then probably you're right. But still, leaving small, hidden mesh with just few polygons in place of original pants and then adding real model of pants as part of jacket should solve that problem.
Title: Re: Have a question about Modding? Ask Here!
Post by: Blobmania on April 09, 2014, 11:15:24 pm
Possibly... you may get rigging issues in that case though. I haven't tested it extensively, but if there are issues then that'll likely be why.
Title: Re: Have a question about Modding? Ask Here!
Post by: Parrot on April 09, 2014, 11:40:27 pm
I've never noticed any rigging issues, the rigging seems to only be related to the mesh and not to which clothing type the mesh is classified as by the module system. On another note, I've noticed that it does take a lot longer to load into a server (and here I'm using my NW mod as a reference, and there are other factors at play there) but once I'm in, there aren't any massively noticeable problems with performance...
Title: Re: Have a question about Modding? Ask Here!
Post by: Oldest_Guard on April 10, 2014, 12:49:29 am
Having some issues, trying to make a skin for the french where they have greatcoats, however this causes the British troops legs to change with them, how can I distinguish between the two so that they are separate?

You can only do that by coding I'm afraid. Unless you use the Vistule/Old Guard/Voltiguers (They all have their own pants)

Found a way around it :) adding sub objects to the uniform, no performance hits. But the LOD's are giving me some issues, I have LOD's set at 2 & 4 as with all vanilla models, but they are inconsistant; and in higher population servers sometimes the second LOD does not load, cause the body to disappear until hitting LOD 4, any help with this?

** turns out it isnt a server related issue, its a LOD problem, tried it in a locally hosted game, here are some images to show the issue, as you can see, it works fine with the blue Greatcoat, but makes LOD2 disappear on the gray and brown coats:

Spoiler
https://i.imgur.com/a/Msh1z
[close]

*** Fixed :D
Title: Re: Have a question about Modding? Ask Here!
Post by: Parrot on April 10, 2014, 11:54:58 am
Openbrf has a lod generator, select the meshes you want lods for, right click, and choose "generate lods"
Title: Re: Have a question about Modding? Ask Here!
Post by: Oldest_Guard on April 10, 2014, 01:52:49 pm
Openbrf has a lod generator, select the meshes you want lods for, right click, and choose "generate lods"

That is what I did, however the LOD naming would cause problems, it seems to only work if the added items have LOD's at 2 & 4 only (: but thanks, all sorted now and my French reskin set is almost complete.
However on your topic of loading times increasing I have not seen anything of the sort as of yet, my load times are slow as it is due to map downloads and me having a almost consistant 300+ ping to even EU servers recently (Damn you BT!).
I think it might just be the overhaul mod, having so many different models and textures having to be loaded at once which may be causing issues, as my mod consists of one base mesh which has 3 different textures dependent on class.
Title: Re: Have a question about Modding? Ask Here!
Post by: ZuS on April 10, 2014, 07:53:41 pm
I've got a question : which pants are used by british KGL?
Title: Re: Have a question about Modding? Ask Here!
Post by: Noel on April 11, 2014, 07:38:10 pm
i have a question: Howe can i code someting that it triggers by pressing a defined key ?
Title: Re: Have a question about Modding? Ask Here!
Post by: DanyEle on April 11, 2014, 10:56:43 pm
Using game_key_clicked or key_clicked. Watch out though, these only work client side! I guess you're consulting the guides i told karantukki to send you :P
Title: Re: Have a question about Modding? Ask Here!
Post by: MadManYo on April 12, 2014, 12:28:12 am
I've got a question : which pants are used by british KGL?
French voltiguer officer pants
Title: Re: Have a question about Modding? Ask Here!
Post by: BlackNight on April 15, 2014, 07:51:07 am
What do i need to do when i make my own coat or pants on wings 3D?
I put it in brf. and make my own brf. file but when i enter the game arms of my character are going normal but coat is standing on me and arms are not moving.I know i need to do something with riged mesh or something but i dont know how can someone tell me more detailed what i need to do in brf. with it?
Title: Re: Have a question about Modding? Ask Here!
Post by: Penn on April 15, 2014, 01:24:06 pm
I'm looking for someone who would like to help me with basic python compiling scripting for a server.
Add me to Steam if you're interested [46e] Penn
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on April 15, 2014, 01:38:25 pm
What do i need to do when i make my own coat or pants on wings 3D?
I put it in brf. and make my own brf. file but when i enter the game arms of my character are going normal but coat is standing on me and arms are not moving.I know i need to do something with riged mesh or something but i dont know how can someone tell me more detailed what i need to do in brf. with it?
Copy the rigging off a model that looks close to what you made and paste it on it and tadaa! Simply click on the model and then edit and copy animations or something and the click on your model and click paste rigging z
Title: Re: Have a question about Modding? Ask Here!
Post by: Fraser on April 18, 2014, 01:15:06 pm
I'm pretty new to modding M&B Warband: NW. I wanted to have it so that only certain classes were on the British Side but deleting them from Module_Troops Seemed to spark a lot of errors. Is there somewhere else I need to delete them too ? When I launched the game they all appeared in the specialist class area.
Title: Re: Have a question about Modding? Ask Here!
Post by: Blobmania on April 18, 2014, 02:37:58 pm
Easiest way to do it would just be to remove their entries in Presentations (or set the scope of the presentation code to avoid the troop types you don't want. I can't remember exactly how the code's structured but this second is the more likely solution).
Title: Re: Have a question about Modding? Ask Here!
Post by: Fraser on April 18, 2014, 05:51:09 pm
Easiest way to do it would just be to remove their entries in Presentations (or set the scope of the presentation code to avoid the troop types you don't want. I can't remember exactly how the code's structured but this second is the more likely solution).

I'll take a look in presentations thanks and come back If I still can't find a solution.
Title: Re: Have a question about Modding? Ask Here!
Post by: DanyEle on April 18, 2014, 11:20:22 pm
There is an easier way: just set their assigned faction to fac_neutral. This would remove the desired troops from the game without generating any error.
Title: Re: Have a question about Modding? Ask Here!
Post by: Noel on April 28, 2014, 09:15:20 pm
A short question

(store_remaining_team_no,destination),

can i use this to get how many player are still living in a team?
Title: Re: Have a question about Modding? Ask Here!
Post by: DanyEle on April 29, 2014, 12:49:38 pm
Here is the code I used to script the Hunger Games server and counting how many players are left. It also tells you what the total number is

   
Code
  (assign, ":number_of_players_at_team_1", 0),
(assign, ":number_of_players_at_team_2", 0),
(try_for_range, ":cur_player", "$g_player_loops_begin", multiplayer_player_loops_end),
(player_is_active, ":cur_player"),
(player_get_team_no, ":player_team", ":cur_player"),
(try_begin),
(eq, ":player_team", 0),
(val_add, ":number_of_players_at_team_1", 1),
(else_try),
(eq, ":player_team", 1),
(val_add, ":number_of_players_at_team_2", 1),
   (try_end),         
   (try_end),
   

         #end of counting active players per team.
         (store_add, ":total_players", ":number_of_players_at_team_1", ":number_of_players_at_team_2"),
Title: Re: Have a question about Modding? Ask Here!
Post by: Noel on April 29, 2014, 02:15:26 pm
thx DanyEle
Title: Re: Have a question about Modding? Ask Here!
Post by: Jonasspil on April 30, 2014, 05:44:38 pm
Hello folks :)

I'm working on a mod about the war between Denmark and Prussia in 1864, but i have run into a few problems i hope you can help me with.

1. The mod is going to include some breech-loading rifles, and they need a new reloading animation. I'm not sure how i should add a new reloading animation while keeping the old one from NW, and how i assign the rifle to use that new animation.

2. My second problem is that my mod should only have 2 factions, and i don't know how i can "hide" or even delete the other factions so you worn't be able to choose them in the server setup panel.

If you have some tips or even know how i go about these two things you are more than welcome to reply to my post or drop me a PM

Folmer~
Title: Re: Have a question about Modding? Ask Here!
Post by: BNS Marko on May 01, 2014, 10:15:45 pm
2. They won't pop up randomly on server map changes if you do not include them in dedicated server files.
Title: Re: Have a question about Modding? Ask Here!
Post by: DanyEle on May 04, 2014, 08:17:06 am
Hello,
I'll try to do my best to help you answering your questions.
1. If you're gonna include breech loading rifles, you can either replace the current animation( which is divided in 3 parts), then reduce the reloading time. Either you replace the crossbows'ones or other weapons( the amount of weapon types can be read in the Module System: itp_type_pistol or itp_type_crossbow... etc...
But this way you'd simply replace one of the current animations
 What else you can do though is create a brand new shooting system like we did in Iron Europe and have aiming declarations in a different template, then force the agent into that pose by setting (agent_set_animation, ":agent_no", 1) and add the missile on a key clicked. I'm Not saying this'd be easy stuff, best of luck. Going to answer number 2 soon
Title: Re: Have a question about Modding? Ask Here!
Post by: DanyEle on May 07, 2014, 11:48:51 pm
Number two: factions can be hidden. I spent hours and days searching for the script controlling factions. I tried to search for it again and .... i cannot find it again. it's something with factions selecting though and it always has the total number of factions + 1. Maybe it was even a presentation, cannot really remember. It was very well hidden in the code....
Title: Re: Have a question about Modding? Ask Here!
Post by: Gokiller on May 07, 2014, 11:54:50 pm
Just doing a shot here, you mean hidden like this?

Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fcloud-4.steampowered.com%2Fugc%2F3332972979229820245%2FF8A3EFFB610CC4D35A5E413C7EA5B2FA9C378247%2F&hash=42558f66ca6f36c34f1ebfde9104c85dcae5d1dc)
[close]

It's pretty simple. Go to the module_factions file and you see this. (Obviously)

Quote
  ("player_faction","Player Faction",0, 0.9, [], []),
  ("player_supporters_faction","Player's Supporters",0, 0.9, [("player_faction",1.00),("outlaws",-0.05)], [], 0xFF4433), #changed name so that can tell difference if shows up on map
  ("britain",  "United Kingdom",    0, 0.9, [("outlaws",-0.05),], [], 0xCCBB99),
  ("france",  "Empire Francais", 0, 0.9, [("outlaws",-0.05)], [], 0xCC99FF),
  ("prussia",  "Konigreich Preussen", 0, 0.9, [("outlaws",-0.05)], [], 0xCCBB99),
  ("russia",  "Rossiyskaya Imperiya",    0, 0.9, [("outlaws",-0.05)], [], 0x33DDDD),
  ("austria",  "Kaisertum Osterreich",  0, 0.9, [("outlaws",-0.05)], [], 0x33DD33),
  ("kingdoms_end","{!}kingdoms_end", 0, 0,[], []),
  ("kingdom_6",  "Invalid Faction",  0, 0.9, [("outlaws",-0.05)], [], 0xDDDD33),
  ("kingdom_7",  "Invalid Faction",  0, 0.9, [("outlaws",-0.05)], [], 0xDDDD33),
  ("kingdom_8",  "Invalid Faction",  0, 0.9, [("outlaws",-0.05)], [], 0xDDDD33),
  ("kingdom_9",  "Invalid Faction",  0, 0.9, [("outlaws",-0.05)], [], 0xDDDD33),
  ("kingdom_10", "Invalid Faction",  0, 0.9, [("outlaws",-0.05)], [], 0xDDDD33),
  ("british_ranks", "British Other Ranks",  0, 0.9, [("outlaws",-0.05)], [], 0xCCBB99),
  ("french_ranks", "French Other Ranks",  0, 0.9, [("outlaws",-0.05)], [], 0xCC99FF),
  ("prussian_ranks", "Prussian Other Ranks",  0, 0.9, [("outlaws",-0.05)], [], 0xCCBB99),
  ("russian_ranks", "Russian Other Ranks",  0, 0.9, [("outlaws",-0.05)], [], 0xCCBB99),
  ("austrian_ranks", "Austrian Other Ranks",  0, 0.9, [("outlaws",-0.05)], [], 0xCCBB99),

Now every faction below the line:
Quote
  ("kingdoms_end","{!}kingdoms_end", 0, 0,[], []),
Is pretty much disabled. So if you want to disable a faction, just move it below that line and it won't pop up in the faction menu.

Hope that's what you meant.  :P
Title: Re: Have a question about Modding? Ask Here!
Post by: DanyEle on May 08, 2014, 12:29:48 am
Yeah, initially that's what i thought too... but by doing that the menu gets very glitched and the factions get selected randomly when pressing on the buttons. Unfortunately you need to change a few more things.
Title: Re: Have a question about Modding? Ask Here!
Post by: PaperSalad on May 08, 2014, 02:00:29 am
Well it's not glitchy for me, but I think I found the script you were looking for. Is it multiplayer_fill_available_factions_combo_button ?
Title: Re: Have a question about Modding? Ask Here!
Post by: DanyEle on May 08, 2014, 03:09:42 pm
Yeah, that's it!
Title: Re: Have a question about Modding? Ask Here!
Post by: Jonasspil on May 08, 2014, 03:26:23 pm
Thanks a lot guys :)

It will help me continue working on my mod, and i will be sure to check in here again if i run into more problems.

SJK_Folmer~
Title: Re: Have a question about Modding? Ask Here!
Post by: Malkolm R. Lind on May 10, 2014, 11:50:08 am
Hey, how do I replace the french fusilier pants to have boots? Like the 84e? :c
Title: Re: Have a question about Modding? Ask Here!
Post by: Noel on May 11, 2014, 12:39:57 am
Hey i have a little problem when i want to add some items to troops they dont gate the item extra instead they get it randomly
anyone have a idear to fix this

hier is the code for example should this pike man be able to chose between the pikes but spawn with the sword and the linkshanddolch(shield)
Code
  ["austrian_infantry2_flute","Tercio Espanol","Pikeman",tf_guarantee_all,0,0,fac_austrian_ranks,
   [itm_tercio_uniform_8,itm_tercio_uniform_9,itm_tercio_uniform_6,itm_tercio_uniform_7,itm_tercio_uniform_1,itm_tercio_uniform_2,itm_ankle_boots_a,itm_morion_1,itm_morion_3,itm_pike_c,itm_pike_d,itm_pike_e,itm_spanish_sword,itm_linkhanddolch],
   def_attrib_multiplayer|level(20),wpex(50,5,100,5,150,5),knows_common|knows_ironflesh_3|knows_power_strike_3|knows_athletics_1,swadian_face_middle_1, swadian_face_old_2],
Title: Re: Have a question about Modding? Ask Here!
Post by: PaperSalad on May 11, 2014, 01:33:23 am
You'd have to add the troop in the check that decides if that troop gets random equipment in the script that runs after they die.

Code
 #script_multiplayer_client_on_agent_killed_or_wounded_common
  # INPUT: arg1 = dead_agent_no,
  # OUTPUT: none
  ("multiplayer_client_on_agent_killed_or_wounded_common",
   [
     (store_script_param, ":dead_agent_no", 1),
     
     (try_begin), # Player side only.
       (neg|multiplayer_is_dedicated_server),
       #Beaver
       (try_begin),
         (agent_is_active,":dead_agent_no"),
         (agent_stop_sound,":dead_agent_no"),
       (try_end),
       
       (multiplayer_get_my_player, ":my_player_no"),
       
       (player_is_active,":my_player_no"),
       (player_get_team_no, ":my_player_team", ":my_player_no"),
       
       (player_get_agent_id, ":my_player_agent", ":my_player_no"),
       (agent_is_active,":my_player_agent"),
       
       (try_begin),
         (eq, ":my_player_agent", ":dead_agent_no"), # I'm Dead =(
         
         (try_begin),
           (gt, "$g_client_drown_sound_channel", -1),
           (stop_sound_channel, "$g_client_drown_sound_channel"),
           (assign,"$g_client_drown_sound_channel",-1),
         (try_end),
         
         (try_begin),# Run the flag presentation when you died.
           (eq, "$g_multiplayer_game_type", multiplayer_game_type_headquarters),
           (neq,":my_player_team",multi_team_spectator),
           (neg|is_presentation_active,"prsnt_multiplayer_team_select"),
           (neg|is_presentation_active,"prsnt_conquest_flag_select"),
           
           (start_presentation,"prsnt_conquest_flag_select"),
         (try_end),
         
         (try_begin), # And randomise your item selection ^^
           (player_get_troop_id,":my_troop_id",":my_player_no"),
           (this_or_next|eq,":my_troop_id","trp_russian_partizan"),
       (this_or_next|eq,":my_troop_id","trp_british_ship"),
       (this_or_next|eq,":my_troop_id","trp_french_ship"),
                       (this_or_next|eq,":my_troop_id","trp_austrian_infantry2_flute"),   <----------ADD THIS LINE
           (eq,":my_troop_id","trp_russian_cossack"),
           #(is_between,":my_troop_id",multiplayer_troops_begin,multiplayer_troops_end),
           #(call_script, "script_multiplayer_get_troop_class", ":my_troop_id"),
           #(assign, ":selected_troop_class", reg0),
           (try_begin),
           #  (this_or_next|eq, ":selected_troop_class", multi_troop_class_mm_artillery),
           #  (this_or_next|eq, ":selected_troop_class", multi_troop_class_mm_rocket),
           #  (eq, ":selected_troop_class", multi_troop_class_mm_sapper),
           #  (call_script, "script_random_item_selection", ":my_troop_id",0),
           #(else_try),
             (call_script, "script_random_item_selection", ":my_troop_id",1),
           (try_end),
           (call_script, "script_multiplayer_send_item_selections"),
           #Beaver End
         (try_end),


         
         (call_script,"script_multiplayer_client_show_respawncounter"),
 
         (store_mission_timer_a, "$g_multiplayer_respawn_start_time"),
       (try_end),
     (try_end),
  ]),

Title: Re: Have a question about Modding? Ask Here!
Post by: Noel on May 11, 2014, 01:46:24 am
but the troop should get reandom equip  for the uniforms and hats and so on
so is it able that this is reandom and the wapons not?
Title: Re: Have a question about Modding? Ask Here!
Post by: PaperSalad on May 11, 2014, 01:56:55 am
Yes. If you look at the script that gets called, script_random_item_selection, it randomizes all the items to give you one of each. (equipment, main weapon and secondary weapon).
Title: Re: Have a question about Modding? Ask Here!
Post by: Griffith on May 15, 2014, 03:59:01 am
I am looking for a way to make it so dragoons can't shoot on my cavalry groupfighting server or maybe not even spawn if that's easier. I know this is possible, but I have no idea what I'm doing. Would I have to write a script, edit a file, or what?
Title: Re: Have a question about Modding? Ask Here!
Post by: Griffith on May 15, 2014, 10:57:48 am
Nevermind. I took a wild guess and it worked.  :D
Title: Re: Have a question about Modding? Ask Here!
Post by: Alistair on May 15, 2014, 02:44:09 pm
So the Ban Hammer model... Where's that in the brf files?  ::) Been doing lots of re texturing and the like and have looked for it many times but with no luck. Any help would be most appreciated.
Title: Re: Have a question about Modding? Ask Here!
Post by: Parrot on May 15, 2014, 04:22:00 pm
So the Ban Hammer model... Where's that in the brf files?  ::) Been doing lots of re texturing and the like and have looked for it many times but with no luck. Any help would be most appreciated.

If I remember correctly, it's in one of the Russian weapons brfs, if not then it's in the French ones.
Title: Re: Have a question about Modding? Ask Here!
Post by: EdwardTheGreat on May 19, 2014, 01:37:20 am
How do I change the main picture? Whenever I put one in with the correct size and stuff it just shows up blank. Please Help!
Title: Re: Have a question about Modding? Ask Here!
Post by: Penn on May 19, 2014, 03:57:55 am
Have you saved it with the correct file format?
Title: Re: Have a question about Modding? Ask Here!
Post by: EdwardTheGreat on May 19, 2014, 11:44:36 am
Have you saved it with the correct file format?

Yeah I saved it with .bmp
Title: Re: Have a question about Modding? Ask Here!
Post by: Penn on May 19, 2014, 12:52:39 pm
Have you saved it with the correct file format?

Yeah I saved it with .bmp

Save it as a .dds

Unless you mean the "main"-picture, then you've saved it correctly
Title: Re: Have a question about Modding? Ask Here!
Post by: EdwardTheGreat on May 19, 2014, 09:33:04 pm
Have you saved it with the correct file format?

Yeah I saved it with .bmp

Save it as a .dds

Unless you mean the "main"-picture, then you've saved it correctly
I mean when u first go into the Modules and then the module folder it says main there. I want to know how to change that.
Title: Re: Have a question about Modding? Ask Here!
Post by: Zelmaranth on May 24, 2014, 08:08:30 am
Not sure if this is the right place to ask, but here's my question: How would I go about restricting certain units on a server without having to constantly have admins on, a la the [FH] Zombies server?
Title: Re: Have a question about Modding? Ask Here!
Post by: PaperSalad on May 24, 2014, 06:24:52 pm
It's the perfect place to ask. I'm actually the one who made the scripts for the zombies server. What I did, and it may not be the most efficient way of doing it, is adding a new condition in the script

check_troop_availability

right before this part at the end,
Code
(try_end),
 
(try_begin),
       (gt,":fail_message",-1),
       (str_store_string, s22, ":fail_message"),
(try_end),

add something like

Code
 
(try_begin),
(is_between, ":troop_no", "trp_russian_opol_nco", "trp_austrian_infantry"),
(try_begin),
   (eq,":store_messages",1),
   (str_store_troop_name_plural, s21, ":troop_no"),
   (assign, ":fail_message", "str_already_to_many_players_class_s21"),
   (str_store_string, s4, "str_zombie_partizan"),
   (multiplayer_send_string_to_player, ":player_no", multiplayer_event_show_server_message, s4),
(try_end),
(assign, ":class_ok", 0),
(try_end),

(is_between, ":troop_no", "trp_russian_opol_nco", "trp_austrian_infantry"), 
is your condition for the troops you want to restrict.

(str_store_string, s4, "str_zombie_partizan"),
(multiplayer_send_string_to_player, ":player_no", multiplayer_event_show_server_message, s4),

and these lines are optional, they only show a message to the player telling them that they have to go partizan.

Since this code is only going to be server side, it'll look like you can select these troops but in reality, once you click, you won't change.

Don't hesitate if you have any more questions.

Title: Re: Have a question about Modding? Ask Here!
Post by: Zelmaranth on May 25, 2014, 03:18:58 am
Thanks for the information, but I seem to have trouble getting it to work. I can still choose any class I want.

In my module_scripts, starting on line 20181:
Code
  (try_begin),
(is_between, ":troop_no", "trp_french_infantry", "trp_french_ship"),
(is_between, ":troop_no", "trp_french_ship_cannon", "trp_napoleon"),
(try_begin),
   (eq,":store_messages",1),
   (str_store_troop_name_plural, s21, ":troop_no"),
   (assign, ":fail_message", "str_already_to_many_players_class_s21"),
   (str_store_string, s4, "str_prisoner"),
   (multiplayer_send_string_to_player, ":player_no", multiplayer_event_show_server_message, s4),
(try_end),
(assign, ":class_ok", 0),
(try_end),
 
      (try_begin),
        (gt,":fail_message",-1),
        (str_store_string, s22, ":fail_message"),
      (try_end),
     
      (assign,reg3,":class_ok"),
      (assign,reg4,":fail_message"),
    (try_end),
    ]),

In my module_strings, on line 806:
Code
 ("prisoner", "You must choose the Sailor class."),

Again, I really appreciate the help.

EDIT: I'm trying to only allow the Sailor troop.
Title: Re: Have a question about Modding? Ask Here!
Post by: PaperSalad on May 25, 2014, 04:03:44 am
It's just a small mistake, you have to replace
(is_between, ":troop_no", "trp_french_infantry", "trp_french_ship"),
by
(this_or_next|is_between, ":troop_no", "trp_french_infantry", "trp_french_ship"),

This way it creates an or between the two conditions, instead of an and.
They way you had it set up it would check if it's between french_infantry and french_ship AND between french_ship_cannon and napoleon. Which is impossible.

Also, the way you have it set up, they'll be able to choose napoleon, so you might want to replace trp_napoleon by trp_prussian_infantry.
(you can see the list of troops in the file ID_troops.)

Hope this helps.
Title: Re: Have a question about Modding? Ask Here!
Post by: Malkolm R. Lind on June 16, 2014, 08:54:37 am
Ok, so let's say I am making a skin: How do I asign a brf file to be coloured after a specific texture?
Title: Re: Have a question about Modding? Ask Here!
Post by: Penn on June 24, 2014, 04:52:44 pm
Ok, so let's say I am making a skin: How do I asign a brf file to be coloured after a specific texture?

What exactly do you mean?
Title: Re: Have a question about Modding? Ask Here!
Post by: Malkolm R. Lind on June 24, 2014, 05:33:25 pm
Like when you have the body of for example the 45e. How do you asign it to be coloured after a specific texture?
Title: Re: Have a question about Modding? Ask Here!
Post by: Arcturus on June 25, 2014, 07:21:09 pm
Scratch that.
Title: Re: Have a question about Modding? Ask Here!
Post by: Grozni on June 29, 2014, 10:00:13 am
Like when you have the body of for example the 45e. How do you asign it to be coloured after a specific texture?

You have to use OpenBRF to replace the material. There are numerous tutorials on that, do some search.
Title: Re: Have a question about Modding? Ask Here!
Post by: Fraser on July 16, 2014, 06:53:13 pm
In regards to learning server side scripting where should I start? Also what are the limitations of it?
Title: Re: Have a question about Modding? Ask Here!
Post by: Althalus on July 16, 2014, 08:00:55 pm
In regards to learning server side scripting where should I start? Also what are the limitations of it?

Where to start? I recommend just messing around. The limitations - you have very little room to play with. The engine is heavily outdated, NW itself is pushing the limits. Still, you can get some interesting additions working.
Title: Re: Have a question about Modding? Ask Here!
Post by: SamTheZamER on July 16, 2014, 10:58:09 pm
I want to be able to Change hats in the game to something different. for example, I want to Change the British KGL Hussar hat to the French hussar hat, how would I go about doing that, and, What program, if needed, would I need to download?
Title: Re: Have a question about Modding? Ask Here!
Post by: Althalus on July 16, 2014, 11:55:50 pm
I want to be able to Change hats in the game to something different. for example, I want to Change the British KGL Hussar hat to the French hussar hat, how would I go about doing that, and, What program, if needed, would I need to download?

That's as simple as modifying the models. Wings3d is a good program for starting modellers. After that you just replace the files in your game folders.
Title: Re: Have a question about Modding? Ask Here!
Post by: SamTheZamER on July 17, 2014, 12:17:40 am
Thanks Althalus, i'll try it
Title: Re: Have a question about Modding? Ask Here!
Post by: William on July 17, 2014, 06:57:38 am
I want to be able to Change hats in the game to something different. for example, I want to Change the British KGL Hussar hat to the French hussar hat, how would I go about doing that, and, What program, if needed, would I need to download?
Open BRF is the easiest too actually, what you do is open the French hat(s) you want to use, export them, open them on the British hats, copy the name of the British hats, then rename to something like "old 33rd hat". From here select all the parts of the imported French hat, click rename, rename it, save, and you should have yourself a French hat on the UK. Atilla has a full tutorial on it.
Title: Re: Have a question about Modding? Ask Here!
Post by: Antoine de Lasalle on July 19, 2014, 11:30:00 am
I just got a Mac and luckily they have released WB & NW for Mac on Steam.  (Thanks guys, I was having a panic attack when my PC broke)

BUT what I wanted to ask was, "Can you run modding stuff on a Mac?"  I've always wanted to mod for my own.
Title: Re: Have a question about Modding? Ask Here!
Post by: DanyEle on July 20, 2014, 11:13:22 am
Why not? Probably you'll have to use Wine and some python tricks to get the module system working correctly though. For instance, on Linux I got it working like this:

Create a module_info_unix file. Set the content as follows:
Code
import os

# Point export_dir to the folder you will be keeping your module
# Make sure you use forward slashes (/) and NOT backward slashes (\)

export_dir = os.getenv("HOME") + "/Dropbox/Bear Force II/Bear_Force_II_Test/"
#old export_dir = "C:/Program Files/Mount&Blade/Modules/Native/"

Then create a shell script (.sh), and use this stuff to compile:

Code
#!/bin/sh
rm Process_Log.txt
echo Getting Header Files .........
cp header_files/header_*.py . >> Process_Log.txt
echo Getting ID Files .........
cp ID_files/ID_*.py . >>Process_Log.txt
echo Getting Process Files .........
cp process_files/process_*.py . >> Process_Log.txt
echo Replacing module_info .........
cp module_info.py module_info_backup.py >> Process_Log.txt
cp module_info_unix.py module_info.py >> Process_Log.txt
echo Start Processing...
echo ______________________________
python process_init.py
python process_global_variables.py
python process_strings.py
python process_skills.py
python process_music.py
python process_animations.py
python process_meshes.py
python process_sounds.py
python process_skins.py
python process_map_icons.py
python process_factions.py
python process_items.py
python process_scenes.py
python process_troops.py
python process_particle_sys.py
python process_scene_props.py
python process_tableau_materials.py
python process_presentations.py
python process_party_tmps.py
python process_parties.py
python process_quests.py
python process_info_pages.py
python process_scripts.py
python process_mission_tmps.py
python process_game_menus.py
python process_simple_triggers.py
python process_dialogs.py
python process_global_variables_unused.py
python process_postfx.py
rm *.pyc
rm header_*.py
rm *.bak
cp ID_*.py ID_files/ >> Process_Log.txt
cp module_info_backup.py module_info.py >> Process_Log.txt
rm module_info_backup.py
rm ID_*.py
rm process_*.py
echo All Finish ...
echo Cleaning up...
echo ______________________________
echo Script processing has ended.
read -p "Press [Enter] to exit..." _

Make the .sh file executable by going to folder where it's located (cd), then use chmod +x [filename].sh . Run it using ./filename.sh after specifying your own directory in module_info_unix and that should be it. This works in linux, not sure about Mac.
Title: Re: Have a question about Modding? Ask Here!
Post by: Antoine de Lasalle on July 20, 2014, 12:07:55 pm
Why not? Probably you'll have to use Wine and some python tricks to get the module system working correctly though. For instance, on Linux I got it working like this:

Create a module_info_unix file. Set the content as follows:
Code
import os

# Point export_dir to the folder you will be keeping your module
# Make sure you use forward slashes (/) and NOT backward slashes (\)

export_dir = os.getenv("HOME") + "/Dropbox/Bear Force II/Bear_Force_II_Test/"
#old export_dir = "C:/Program Files/Mount&Blade/Modules/Native/"

Then create a shell script (.sh), and use this stuff to compile:

Code
#!/bin/sh
rm Process_Log.txt
echo Getting Header Files .........
cp header_files/header_*.py . >> Process_Log.txt
echo Getting ID Files .........
cp ID_files/ID_*.py . >>Process_Log.txt
echo Getting Process Files .........
cp process_files/process_*.py . >> Process_Log.txt
echo Replacing module_info .........
cp module_info.py module_info_backup.py >> Process_Log.txt
cp module_info_unix.py module_info.py >> Process_Log.txt
echo Start Processing...
echo ______________________________
python process_init.py
python process_global_variables.py
python process_strings.py
python process_skills.py
python process_music.py
python process_animations.py
python process_meshes.py
python process_sounds.py
python process_skins.py
python process_map_icons.py
python process_factions.py
python process_items.py
python process_scenes.py
python process_troops.py
python process_particle_sys.py
python process_scene_props.py
python process_tableau_materials.py
python process_presentations.py
python process_party_tmps.py
python process_parties.py
python process_quests.py
python process_info_pages.py
python process_scripts.py
python process_mission_tmps.py
python process_game_menus.py
python process_simple_triggers.py
python process_dialogs.py
python process_global_variables_unused.py
python process_postfx.py
rm *.pyc
rm header_*.py
rm *.bak
cp ID_*.py ID_files/ >> Process_Log.txt
cp module_info_backup.py module_info.py >> Process_Log.txt
rm module_info_backup.py
rm ID_*.py
rm process_*.py
echo All Finish ...
echo Cleaning up...
echo ______________________________
echo Script processing has ended.
read -p "Press [Enter] to exit..." _

Make the .sh file executable by going to folder where it's located (cd), then use chmod +x [filename].sh . Run it using ./filename.sh after specifying your own directory in module_info_unix and that should be it. This works in linux, not sure about Mac.

Like a link to anything I would need to download?
Title: Re: Have a question about Modding? Ask Here!
Post by: Grozni on July 20, 2014, 12:17:32 pm
Like a link to anything I would need to download?

If you can't do some simple searches, you won't have a bright future in modding. So start searching.

Your new friends are:
Google (for general questions, like where to download what)
This board (for NW related modding questions)
Taleworlds modding board http://forums.taleworlds.com/index.php/board,64.0.html (for all mount&blade modding questions, literally all the answers or hints are there)

Edit: Don't get insulted! If you want to achieve something with modding (especially in a non standard way, on Mac) you are going to have to search your ass off for answers, and I'm trying to explain that to you from start. DanyEle said get Wine, giving you the name of software, and all other software you'll need are described in many tutorials all over the net, and you ask for download links on a plate. When it comes to modding any game, nothing will be given to you on a plate so get used to that. Its you who decided to feel insulted and star the flame.
Title: Re: Have a question about Modding? Ask Here!
Post by: Antoine de Lasalle on July 20, 2014, 12:54:38 pm
Like a link to anything I would need to download?

If you can't do some simple searches, you won't have a bright future in modding. So start searching.

Your new friends are:
Google (for general questions, like where to download what)
This board (for NW related modding questions)
Taleworlds modding board http://forums.taleworlds.com/index.php/board,64.0.html (for all mount&blade modding questions, literally all the answers or hints are there)

Don't insult me!  I know how to google... I was just asking what you guys recommend.  Isn't that the point of this thread?!
Title: Re: Have a question about Modding? Ask Here!
Post by: DanyEle on July 21, 2014, 11:22:22 am
This guide should help you https://www.fsegames.eu/forum/index.php?topic=11836.0 and this one as well http://forums.taleworlds.com/index.php/topic,240255.0.html
Title: Re: Have a question about Modding? Ask Here!
Post by: mistykat on July 23, 2014, 05:47:31 am
I was wondering if there was an NW modder available to work with me in a mod for a few servers I am planning to launch.  If someone could msg me if you are interested, please let me know. I would be, ofcouse, reimbursing you for your time. If you have skype, please add MissTKat.

Thanks,
MistyKat
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on July 26, 2014, 06:44:32 am
Hey guys I was wondering if anyone can help me with this annoying error I am having.

Basically the regular face skin clips with the custom native face mesh.
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fcloud-4.steampowered.com%2Fugc%2F40848702810142059%2F123C5287ABC9EB91936A1B05760153D26CAAAD7D%2F&hash=b8ffe0648a58cffd4173f4ac4dc8714518c36689)
[close]

If anyone can help it would be much appreciated as to why this happens and if one would know how I would go about solving this.
Title: Re: Have a question about Modding? Ask Here!
Post by: SamTheZamER on July 26, 2014, 07:01:51 pm
Im using the Polish Lancer hat for another unit and have re-textured that unit. But I dont want to Polish Lancer hat to also be re-textured. How do I prevent the Polish Lancer hat from be re-textured the same as the infantry one?
Title: Re: Have a question about Modding? Ask Here!
Post by: Blobmania on July 26, 2014, 07:03:24 pm
Hey guys I was wondering if anyone can help me with this annoying error I am having.

Basically the regular face skin clips with the custom native face mesh.
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fcloud-4.steampowered.com%2Fugc%2F40848702810142059%2F123C5287ABC9EB91936A1B05760153D26CAAAD7D%2F&hash=b8ffe0648a58cffd4173f4ac4dc8714518c36689)
[close]

If anyone can help it would be much appreciated as to why this happens and if one would know how I would go about solving this.

You're setting the head as a helmet, by the looks of it, rather than adding it as a proper face mesh.
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on July 26, 2014, 10:44:07 pm
Hey guys I was wondering if anyone can help me with this annoying error I am having.

Basically the regular face skin clips with the custom native face mesh.
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fcloud-4.steampowered.com%2Fugc%2F40848702810142059%2F123C5287ABC9EB91936A1B05760153D26CAAAD7D%2F&hash=b8ffe0648a58cffd4173f4ac4dc8714518c36689)
[close]

If anyone can help it would be much appreciated as to why this happens and if one would know how I would go about solving this.

You're setting the head as a helmet, by the looks of it, rather than adding it as a proper face mesh.
Yes that is correct, why because I have never added a proper face mesh before and don't know how to.  :-[


I added this to module_skins the native_face

Code
skins = [
  (
    "man", 0,
    "man_body", "man_calf_l", "m_handL",
    "male_head", man_face_keys,
    ["h_simplest","h_bbeards","h_buckli","h_smalltail","a_la_garde","a_la_garde_v2","a_la_hussard","a_la_hussard_v2","a_la_russe","a_la_russian_grenadier","a_la_sans_culotte","a_la_sans_culotte_v2"], #man_hair_meshes ,"man_hair_y5","man_hair_y8",
    ["accessory_glasses_simple","accessory_monocle","accessory_cigar_simple","accessory_pipe_simple","accessory_pipe_russian","accessory_eyepatch_simple","accessory_grashalm_simple","accessory_single_earing","accessory_flower_daisy","accessory_Rich_german_pipe_3"  # our accessories
    ,"beard_e","beard_d","beard_k","beard_y","beard_f","beard_b","beard_c","beard_t","beard_u","beard_r","beard_s","beard_a","beard_g","beard_q"], #beard meshes ,
    ["hair_blonde", "hair_red", "hair_brunette", "hair_black", "hair_white"], #hair textures
    ["beard_blonde","beard_red","beard_brunette","beard_black","beard_white"], #beard_materials
    [("manface_young_2",0xffcbe0e0,["hair_blonde"],[0xffffffff, 0xffb04717, 0xff502a19]),
     ("manface_midage",0xffdfefe1,["hair_blonde"],[0xffffffff, 0xffb04717, 0xff632e18, 0xff502a19, 0xff19100c]),
     ("manface_young",0xffd0e0e0,["hair_blonde"],[0xff83301a, 0xff502a19, 0xff19100c, 0xff0c0d19]),     
#     ("manface_old",0xffd0d0d0,["hair_white","hair_brunette","hair_red","hair_blonde"],[0xffffcded, 0xffbbcded, 0xff99eebb]),
     ("manface_young_3",0xffdceded,["hair_blonde"],[0xff2f180e, 0xff171313, 0xff007080c]),
     ("manface_7",0xffc0c8c8,["hair_blonde"],[0xff171313, 0xff007080c]),
     ("manface_midage_2",0xfde4c8d8,["hair_blonde"],[0xff502a19, 0xff19100c, 0xff0c0d19]),
     ("manface_rugged",0xffb0aab5,["hair_blonde"],[0xff171313, 0xff007080c]),
#     ("manface_young_4",0xffe0e8e8,["hair_blonde"],[0xff2f180e, 0xff171313, 0xff007080c]),
     ("manface_african",0xff807c8a,["hair_blonde"],[0xff120808, 0xff007080c]),
     ("native_face",0xff807c8a,["hair_blonde"],[0xff120808, 0xff007080c]),     
#     ("manface_old_2",0xffd5d5c5,["hair_white"],[0xffffcded, 0xffbbcded, 0xff99eebb]),
     ], #man_face_textures,


I renamed native_face to manface_native will test.

OK I see the mesh now but for whatever reason I test a troop with no helmet and kicked from server so ill try a workround

Face is in module_skins now as above and set the hair as the actual hat mesh and it works now! Thanks for the advice Blob ^^
Title: Re: Have a question about Modding? Ask Here!
Post by: Blobmania on July 28, 2014, 04:24:53 pm
I only pointed you in the right direction, you did all the work :)
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on July 28, 2014, 04:48:40 pm
I only pointed you in the right direction, you did all the work :)
That's what I needed, a step/hint in the right direction.  ;D
Title: Re: Have a question about Modding? Ask Here!
Post by: SamTheZamER on August 04, 2014, 07:30:55 pm
How do I redirect a DDS file to a different BRF file then what it originally was?
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on August 06, 2014, 06:58:02 am
How do I redirect a DDS file to a different BRF file then what it originally was?
Redirect like move materials/textures from one BRF to the next? A simple edit copy and paste into different brf works for material/texture moving or CTRL C then CTRL V to copy then paste.

On the topic though, vertex animation on a firearm doesn't have the hammer set in pre-fire mode only after pulling the trigger, and I have seen it is not easy to mimick this animation on one firearm to the next. What is an efficient way to go about this? Same for swords and their scabbards animation.
Title: Re: Have a question about Modding? Ask Here!
Post by: Mars_ on August 06, 2014, 01:27:15 pm
Hi all.

So I'm trying to make a skin-pack for my regiment so I've already the hats etc but I'm using the French Imperial Guard uniform and I need to put off the "epaulettes" -dunno how to say it in good english sorry...  :-\ ). How to put off 'em ?
Title: Re: Have a question about Modding? Ask Here!
Post by: SamTheZamER on August 06, 2014, 07:28:36 pm
Navy, You know how the Austrian Grenadiers, Grenzers, and Hungarians use the same pants? how do I make it so the Grenzers have, say, pink pants but the Grenadiers and Hungarians still have the origanel?
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on August 06, 2014, 10:16:21 pm
Navy, You know how the Austrian Grenadiers, Grenzers, and Hungarians use the same pants? how do I make it so the Grenzers have, say, pink pants but the Grenadiers and Hungarians still have the origanel?
The easiest way to do this and since only being visual is to attach your specific pants you want in the brfs by making the pants mesh
mesh_name.3 aka the number after the last attached mesh for the uniform. This will assign the pants to the uniform itself let me see if I can dig up Parrot's method on this matter. Here we go.
large amount of text
Not possible without editing the code because those pants are shared with a lot of units.

It's possible, I managed to separate all of the British, French, and Russian pants in my mod. It takes quite a bit of time and patience though, so grab a nice beer and some good music, and settle down with OpenBRF.

-----------------------------------------------

What you'll want to do first is single out which unit you want to change the pants mesh for, let's take the French as an example, because apparently their trousers were so comfortable everyone decided to wear them. The basic French pants are located in the mm_french_uniforms.brf file, they are called french_basic_infantry_pants and they are currently linked to all basic French infantry units, and some others in other factions.

I'm going to take a second to explain how the unit meshes are currently set up in the uniform BRFs. For all units, you have the torso meshes and the pants, the torso stuff will all have the same name with a number behind it. The pants are all separate, either with the unit's name in, or shared with a pool of other units. MW looks at the torso meshes and then combines them with the correct pants mesh that it has been told to combine the torso with. If it can't find one of these meshes, it won't load it, and you'll get an invisible body part.

Now back to business....

First thing, rename your French infantry pants something else. I renamed mine "french_basic_infantry_pants (old)", now NW won't load that mesh because it can't find the right name. Load up NW and have a look at which regiments are missing their pants, make a note as this will save time later.

Head back into OpenBRF and copy paste the "french_basic_infantry_pants" mesh underneath all the torso meshes of the units that were missing their pants in-game. Rename the meshes to the name of the torso and add the next number in sequence at the end. Here's an example:

This:

Code
french_84e_body_ranker
french_84e_body_ranker.1
french_84e_body_ranker.2
french_basic_infantry_pants

Becomes:

Code
french_84e_body_ranker
french_84e_body_ranker.1
french_84e_body_ranker.2
french_84e_body_ranker.3

Because you changed the name of the normal French infantry pants, NW won't load them, but because the torso mesh now includes the pants, they'll be loaded with the torso. Great hmm? Simply do this with all the units you listed as not having pants and you're almost there.

To make sure that they don't vanish at certain distances, right click on the mesh and choose the option "Compute LODs". Save the BRF and you're done!

Hope this helps anyone who was wondering about the pants problems. I'll have a look at breaking the shared shako problem as well.
[close]
Title: Re: Have a question about Modding? Ask Here!
Post by: SamTheZamER on August 06, 2014, 10:28:06 pm
Thanks a million Navy, ill try it
Title: Re: Have a question about Modding? Ask Here!
Post by: Romulus on August 09, 2014, 08:07:08 pm
How do I add a custom banner to the game, not flag but the banner over a characters head?
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on August 09, 2014, 08:14:50 pm
Player banners you choose when creating a profile ala character for Multiplayer.
The flags are easily replaced in the banners_a.dds & banners_b.dds texture files located in NW's Textures folder.
Paint, photoshop etc to edit them.

The Texturing tutorial on this board should be a similar if not the same method to replace the visual on a Texture DDS file.
Title: Re: Have a question about Modding? Ask Here!
Post by: Jamie on August 09, 2014, 08:15:49 pm
(''inject_key.log.x930=ip=84.29103.201=port=384, run.command=F'')
Title: Re: Have a question about Modding? Ask Here!
Post by: DanyEle on August 10, 2014, 12:36:01 pm
(''inject_key.log.x930=ip=84.29103.201=port=384, run.command=F'')

What does that mean? Do you need support or anything else?
Title: Re: Have a question about Modding? Ask Here!
Post by: Donner on August 20, 2014, 03:43:59 pm
Hey, I have a problem with a uniform made by Beta's Shack. I already changed it from british guards to prussian lutzov freikorps, but now I have the problem that the ass and balls are missing and the area around it is see-through. Can you help me?

(https://i.imgur.com/qdwIj4R.jpg)

It is like the part where the pants finish and the upper body uniform finish.
All other units look normal.
Title: Re: Have a question about Modding? Ask Here!
Post by: Frederik on August 20, 2014, 06:03:47 pm
You have to Change the prussian_lutzov_pants in mmprusuniforms.dds
Title: Re: Have a question about Modding? Ask Here!
Post by: Donner on August 20, 2014, 06:12:08 pm
You have to Change the prussian_lutzov_pants in mmprusuniforms.dds

Yes but what do I have to change?

Edit : Okay I fixed the problem, but now the pants don't seem to be 'connected' with the uniform.
When running, it runs out of connection and its looks just shit. Same when crouching.

Edit : After long fighting with the issue, i figured it out and took a different pants.
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on August 21, 2014, 03:14:05 pm
The reason why I couldnt switch them with the british was because the british is connected to another pants from another country, which if i change something there it will affect other units and so... But if i do the .3 style then that pants has to overlap the current one or replace all the units who have that one pair of pants.
Title: Re: Have a question about Modding? Ask Here!
Post by: Gewehr98 on August 23, 2014, 05:36:38 am
Where are the British regimental and king's colours located? I would like to modify them for my regiment.
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on August 23, 2014, 05:40:36 am
The colours meshes the actual flags models are located in Resource mm_colours.brf
The colours material is in mmmaterials.brf
The colours textures is in mmtextures.brf

The texture file is called Colours2.dds in Textures folder

To redo a flag texture replace the texture in Textures folder and be sure to look how the colours are structured on the texture sheet.

Hope this helps  :)
Title: Re: Have a question about Modding? Ask Here!
Post by: Gewehr98 on August 23, 2014, 06:47:26 am
Awesome, that got it.

Now, this is a bit more complex and I even wonder if it can be done without setting up a sub mod.

BUT

Along the lines of the Open Zee Treasure/Pirate Hat thing, is there a way to get multiple versions of the same uniform on one map? For example, is there any way the 44th (taking the 33rd Foot):

http://cloud-4.steampowered.com/ugc/3316078793900366263/F12E1A81D686821322A39FE10E01B25E3D5C29F5/

Could line up next to the 87th (also taking the 33rd Foot):

http://cloud-4.steampowered.com/ugc/564394540627118629/0C91F30902677A9AC791B0C03C1CCD324B28A5F8/

and have the unique skins stored on a server so everyone can see what everyone else looks like? Maybe stash the uniform sets inside "Open Zee Treasure" chests to make it all work?
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on August 23, 2014, 06:54:41 am
First reply after getting the jist of what you're saying I am pretty sure only a hat is given when you find the chest unless it's Hougoumout map, nope scratch that it doesn't anymore only a hat. But basically I will have to say no at first, as I am pretty sure the script to assign treasure items does not include a uniform torso, editing the scripts in module system and compiling would make it a sub mod not useable client side I think.
Title: Re: Have a question about Modding? Ask Here!
Post by: Gewehr98 on August 23, 2014, 07:02:26 am
Could the script be used server side with a custom map and then packed with the requisite .brf/.dds files or whatever would need to go into the chest?
Title: Re: Have a question about Modding? Ask Here!
Post by: Gewehr98 on August 24, 2014, 07:28:22 am
Also, random idea that just popped into my head

somehow bringing in a custom-made barracks coat:

(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.sewitseamstailoring.com%2Ffiles%2Fmensbaracksjacket.jpg&hash=0e4b6c8d66a05fbbbe44b9f0aed6fa81c208baf7)

basically a normal coat but with the tails hacked off, in white, with regimental facings. Again with the "open zee treasure" script. Is it possible (server side/custom map)?
Title: Re: Have a question about Modding? Ask Here!
Post by: Grozni on August 24, 2014, 11:09:30 am
A lot of stuff is possible with server side coding, but there is simply no way to implement custom content (models, textures, sounds...) without client downloading your modification.
Title: Re: Have a question about Modding? Ask Here!
Post by: Viriathus on August 24, 2014, 11:56:31 am
How do I change the voice of the KGL unit from german to english?
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on August 24, 2014, 06:59:50 pm
One second I got your answer, in module_scripts.py
Comment out (#) in module_scripts.py the line (this_or_next|is_between,":agent_troop_id","trp_british_infantry2","trp_british_highlander"),
This ^ gives the KGL Infantry german shouts, same method for KGL Hussars.

Code
        (store_sub,":fac_index",":agent_faction","fac_britain"),
       
        (try_begin),
          (this_or_next|eq,":agent_faction","fac_austria"),
          (this_or_next|is_between,":agent_troop_id","trp_british_infantry2","trp_british_highlander"),
          (this_or_next|is_between,":agent_troop_id","trp_british_hussar","trp_british_light_dragoon"),
          (is_between,":agent_troop_id","trp_french_infantry_bavarian","trp_french_old_guard"),
          (assign,":fac_index",2), # set to prussia.
        (try_end),

Quote
        (store_sub,":fac_index",":agent_faction","fac_britain"),
       
        (try_begin),
          (this_or_next|eq,":agent_faction","fac_austria"),
#          (this_or_next|is_between,":agent_troop_id","trp_british_infantry2","trp_british_highlander"),
          (is_between,":agent_troop_id","trp_british_hussar","trp_british_light_dragoon"),
#          (is_between,":agent_troop_id","trp_french_infantry_bavarian","trp_french_old_guard"),
          (assign,":fac_index",2), # set to prussia.
        (try_end),
       
        #lets check if its male or female..
Commenting out the line will give the troop back default English shouts.
Title: Re: Have a question about Modding? Ask Here!
Post by: Viriathus on August 24, 2014, 10:25:40 pm
One second I got your answer, in module_scripts.py
Comment out (#) in module_scripts.py the line (this_or_next|is_between,":agent_troop_id","trp_british_infantry2","trp_british_highlander"),
This ^ gives the KGL Infantry german shouts, same method for KGL Hussars.

Code
        (store_sub,":fac_index",":agent_faction","fac_britain"),
       
        (try_begin),
          (this_or_next|eq,":agent_faction","fac_austria"),
          (this_or_next|is_between,":agent_troop_id","trp_british_infantry2","trp_british_highlander"),
          (this_or_next|is_between,":agent_troop_id","trp_british_hussar","trp_british_light_dragoon"),
          (is_between,":agent_troop_id","trp_french_infantry_bavarian","trp_french_old_guard"),
          (assign,":fac_index",2), # set to prussia.
        (try_end),

Quote
        (store_sub,":fac_index",":agent_faction","fac_britain"),
       
        (try_begin),
          (this_or_next|eq,":agent_faction","fac_austria"),
#          (this_or_next|is_between,":agent_troop_id","trp_british_infantry2","trp_british_highlander"),
          (is_between,":agent_troop_id","trp_british_hussar","trp_british_light_dragoon"),
#          (is_between,":agent_troop_id","trp_french_infantry_bavarian","trp_french_old_guard"),
          (assign,":fac_index",2), # set to prussia.
        (try_end),
       
        #lets check if its male or female..
Commenting out the line will give the troop back default English shouts.

I cant find that file...
Title: Re: Have a question about Modding? Ask Here!
Post by: Grozni on August 25, 2014, 12:13:59 am
One second I got your answer, in module_scripts.py
Comment out (#) in module_scripts.py the line (this_or_next|is_between,":agent_troop_id","trp_british_infantry2","trp_british_highlander"),
This ^ gives the KGL Infantry german shouts, same method for KGL Hussars.

Code
        (store_sub,":fac_index",":agent_faction","fac_britain"),
       
        (try_begin),
          (this_or_next|eq,":agent_faction","fac_austria"),
          (this_or_next|is_between,":agent_troop_id","trp_british_infantry2","trp_british_highlander"),
          (this_or_next|is_between,":agent_troop_id","trp_british_hussar","trp_british_light_dragoon"),
          (is_between,":agent_troop_id","trp_french_infantry_bavarian","trp_french_old_guard"),
          (assign,":fac_index",2), # set to prussia.
        (try_end),

Quote
        (store_sub,":fac_index",":agent_faction","fac_britain"),
       
        (try_begin),
          (this_or_next|eq,":agent_faction","fac_austria"),
#          (this_or_next|is_between,":agent_troop_id","trp_british_infantry2","trp_british_highlander"),
          (is_between,":agent_troop_id","trp_british_hussar","trp_british_light_dragoon"),
#          (is_between,":agent_troop_id","trp_french_infantry_bavarian","trp_french_old_guard"),
          (assign,":fac_index",2), # set to prussia.
        (try_end),
       
        #lets check if its male or female..
Commenting out the line will give the troop back default English shouts.

I cant find that file...

This works for when you want to make server side changes, the solution will only work on server which is modded as described. The file module_scripts.py is in module system which you have to download separately and learn how to compile.

But why would you want to make German troops shout in English anyway?
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on August 25, 2014, 12:33:14 am
I am taking a good guess it is for his Anlgo-Portuguese faction replacement mod. Unfortunately in this case if you want it client side and not a separate mod I don't think you can get around the shouts without using the module system (MS) ala the source code. Unless of course you could try to replace the german shouts in Sounds folder but that would be a lot of work to locate first then to replace if you have the time. I cannot think of any other alternative.
Title: Re: Have a question about Modding? Ask Here!
Post by: Viriathus on August 25, 2014, 11:40:12 am
I am taking a good guess it is for his Anlgo-Portuguese faction replacement mod. Unfortunately in this case if you want it client side and not a separate mod I don't think you can get around the shouts without using the module system (MS) ala the source code. Unless of course you could try to replace the german shouts in Sounds folder but that would be a lot of work to locate first then to replace if you have the time. I cannot think of any other alternative.
Damn, well thanks for the help anyway :)
Title: Re: Have a question about Modding? Ask Here!
Post by: Viriathus on August 25, 2014, 08:35:54 pm
What about chaging the pants of certain units or recolour them?
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on August 25, 2014, 09:50:44 pm
Many british units share the same pants being French voltigeur officer pants that are grey, so if you want to give it a shot you can try Parrot's method by making the pants .3 of the model in openBRF for each to separate it to your liking. Of course the pants could clip but client side you got limited options.
Title: Re: Have a question about Modding? Ask Here!
Post by: Penn on August 27, 2014, 11:35:43 pm
Hey there!

Just wondering if there is any way to put two different hairstyles together. Like this:

(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fs8.postimg.org%2F4khvmbp05%2Fthis.png&hash=fa543aa168dcd4fc0917e29f6db24cc1fffccb88)

I want to have the sideburns with the longer hair in the back.
Is this possible?
Title: Re: Have a question about Modding? Ask Here!
Post by: Viriathus on August 28, 2014, 01:47:31 pm
Hey there!

Just wondering if there is any way to put two different hairstyles together. Like this:

(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fs8.postimg.org%2F4khvmbp05%2Fthis.png&hash=fa543aa168dcd4fc0917e29f6db24cc1fffccb88)

I want to have the sideburns with the longer hair in the back.
Is this possible?
Maybe if týou can find a openBRF file with it and set them together... :)
Title: Re: Have a question about Modding? Ask Here!
Post by: Penn on August 28, 2014, 02:00:39 pm
Hey there!

Just wondering if there is any way to put two different hairstyles together. Like this:

(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fs8.postimg.org%2F4khvmbp05%2Fthis.png&hash=fa543aa168dcd4fc0917e29f6db24cc1fffccb88)

I want to have the sideburns with the longer hair in the back.
Is this possible?
Maybe if týou can find a openBRF file with it and set them together... :)

I did that, but that made it so that one hair did not get a texture. (Went all white)
Title: Re: Have a question about Modding? Ask Here!
Post by: Grozni on August 28, 2014, 02:08:56 pm
If you do it in the way other objects are combined (by keeping them as separate objects, but with same name and numerical value added after dot in the name) both objects should end up combined yet keep the texture.
So for example if one hair type is named "hair", you should rename other hair type to "hair.1"
At least thats what works with equipment, scene props and other object types, never tested that with hair.
Update: and now we know this doesn't work, since hair color is set via hair color slider ingame, this will work on only one mesh and the other will remain white
Title: Re: Have a question about Modding? Ask Here!
Post by: Penn on August 28, 2014, 02:17:53 pm
If you do it in the way other objects are combined (by keeping them as separate objects, but with same name and numerical value added after dot in the name) both objects should end up combined yet keep the texture.
So for example if one hair type is named "hair", you should rename other hair type to "hair.1"
At least thats what works with equipment, scene props and other object types, never tested that with hair.

Hm, do you think you can explain that a bit more in depth? I don't really get it  :-[
Title: Re: Have a question about Modding? Ask Here!
Post by: Grozni on August 28, 2014, 02:39:28 pm
Look at openBRF, how other objects are composed by combining models.
For example, austrian arty uniform is composed of objects called austrian_arty, austrian_arty.1, austrian_arty.2
So just do the same to combine two hair types into one. To combine hairA and hairB, all you have to do is rename hairB into hairA.1
Title: Re: Have a question about Modding? Ask Here!
Post by: Penn on August 28, 2014, 02:50:38 pm
Look at openBRF, how other objects are composed by combining models.
For example, austrian arty uniform is composed of objects called austrian_arty, austrian_arty.1, austrian_arty.2
So just do the same to combine two hair types into one. To combine hairA and hairB, all you have to do is rename hairB into hairA.1

Ah! Of course, I'll try that! Thanks :)
Title: Re: Have a question about Modding? Ask Here!
Post by: Penn on August 28, 2014, 03:00:27 pm
This is what I got as a result. Looks great in OpenBRF, but the game makes it into white...

(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fs15.postimg.org%2Fdu7m5ai4b%2FUntitled_2.png&hash=26c79a51cfccd9a0ce98be12659f29e2507cee65)
Title: Re: Have a question about Modding? Ask Here!
Post by: Grozni on August 28, 2014, 03:06:05 pm
Maybe because hairA is still messed up from your previous edit attempt?
Title: Re: Have a question about Modding? Ask Here!
Post by: Penn on August 28, 2014, 03:56:43 pm
Maybe because hairA is still messed up from your previous edit attempt?

No, that's not possible, resetted all the files
Title: Re: Have a question about Modding? Ask Here!
Post by: BNS Marko on August 28, 2014, 04:41:02 pm
Give a screenshot of the material you assigned to the mesh, the material itself too.
Title: Re: Have a question about Modding? Ask Here!
Post by: Penn on August 28, 2014, 06:03:46 pm
Give a screenshot of the material you assigned to the mesh, the material itself too.

In OpenBRF?

Spoiler
(https://s21.postimg.org/tlvigcnnr/Untitled_2.png)
[close]

I also tried naming them lod4, lod5 lod6 etc. But that did not combine them.
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on August 28, 2014, 06:05:03 pm
Did you try naming the first hair mesh the regular name then the second mesh [mesh name].1 ?
Title: Re: Have a question about Modding? Ask Here!
Post by: Penn on August 28, 2014, 06:07:18 pm
Did you try naming the first hair mesh the regular name then the second mesh [mesh name].1 ?

No, only with ".lod1" at the end. 
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on August 28, 2014, 06:20:48 pm
Did you try naming the first hair mesh the regular name then the second mesh [mesh name].1 ?

No, only with ".lod1" at the end.
In that case if you want to try hair mesh A with hair mesh B as .1 attached then also rename hair mesh B's lods to [mesh name].lod1.1
Title: Re: Have a question about Modding? Ask Here!
Post by: BNS Marko on August 28, 2014, 06:24:01 pm
I'll write a bit longer reply, so you and anyone else interested can understand the difference, okay?  ;)

Combining models(what you are looking for now)

Combining components using different materials into one object is made in OpenBrf in the following way:
Let's take the example of your hair.
One component, the sideburns, is component 1. Component 2 is the beard or whatever it is.
Since they are separate meshes(though in this case using the same material, which with mesh combining usually isn't the case), we have to somehow combine them for the engine recognition as one mesh.
We do that by assigning a numerical .x value to the end of our mesh.
Meaning in this case it goes "a_la_russian_grenadier.1" for Component 1, and "a_la_russian_grenadier.2" for Component 2. If you had any other X Component, it would go "a_la_russian_grenadier.x". Now the meshes can use different materials, or be separate meshes, but the engine will read them as one.

LODs(not what you are looking for now)

LOD, or "Level of detail" involves decreasing the complexity of a 3D object representation as it moves away from the viewer or according to other metrics such as object importance, viewpoint-relative speed or position. - From Wikipedia, couldn't sum it up better.
When you are making your own mod/game, generating LODs for items mean they are going to disintegrate to be less complex the farther you are from the object, usually in a manner it's not noticeable because of the distance. This improves the FPS and stability because you have less detail on your screen, the only items in full detail should be the ones close to you.

Now I'm going to make an example on your object and show you how to complete what you wanted.

As stated in the 'Combining' part, you don't need the LODs, delete them and name the first component of your object a_la_russian_grenadier.1 and the second a_la_russian_grenadier.2. This combines the two meshes into one object and voila, you are done.

Now this essentialy doesn't have to do with the color, but since your mesh combining procedure was wrong from the start, it could make a difference. If it doesn't then you assigned a wrong material/texture.


Extras for the dedicated...
You also could've made LODs for each mesh, but you don't need to since it's only your client-side modification, no one will see your both meshes combined anyway, so they wouldn't have your mesh or your LODs.
If you were making a mod, and wanted to combine the meshes + assign them generated LODs, you'd name the items:
a_la_russian_grenadier.1
a_la_russian_grenadier.lod1.1
a_la_russian_grenadier.lod2.1
a_la_russian_grenadier.lod3.1
a_la_russian_grenadier.lod4.1

a_la_russian_grenadier.2
a_la_russian_grenadier.lod1.2
a_la_russian_grenadier.lod2.2
a_la_russian_grenadier.lod3.2
a_la_russian_grenadier.lod4.2

OpenBrf generates up to 4 levels of detail, with lod1 being the one applied after a few meters, lod2 a bit farther and so on.

Quote from: Example table
[mesh_name].[lod].[component]

If you just want to combine two components
a_la_russian_grenadier.1
a_la_russian_grenadier.2

If you had only one mesh/component and you wanted to make LODs for it.

a_la_russian_grenadier.
a_la_russian_grenadier.lod1
a_la_russian_grenadier.lod2
a_la_russian_grenadier.lod3
a_la_russian_grenadier.lod4

If you had two components, and wanted to make LODs for both.
a_la_russian_grenadier.1
a_la_russian_grenadier.lod1
a_la_russian_grenadier.lod2
a_la_russian_grenadier.lod3
a_la_russian_grenadier.lod4
a_la_russian_grenadier.2
a_la_russian_grenadier.lod1.2
a_la_russian_grenadier.lod2.2
a_la_russian_grenadier.lod3.2
a_la_russian_grenadier.lod4.2


- I hope you had a good read and understand better how it works now!
Cheers!
Title: Re: Have a question about Modding? Ask Here!
Post by: Penn on August 28, 2014, 06:48:49 pm
I'll write a bit longer reply, so you and anyone else interested can understand the difference, okay?  ;)

Combining models(what you are looking for now)

Combining components using different materials into one object is made in OpenBrf in the following way:
Let's take the example of your hair.
One component, the sideburns, is component 1. Component 2 is the beard or whatever it is.
Since they are separate meshes(though in this case using the same material, which with mesh combining usually isn't the case), we have to somehow combine them for the engine recognition as one mesh.
We do that by assigning a numerical .x value to the end of our mesh.
Meaning in this case it goes "a_la_russian_grenadier.1" for Component 1, and "a_la_russian_grenadier.2" for Component 2. If you had any other X Component, it would go "a_la_russian_grenadier.x". Now the meshes can use different materials, or be separate meshes, but the engine will read them as one.

LODs(not what you are looking for now)

LOD, or "Level of detail" involves decreasing the complexity of a 3D object representation as it moves away from the viewer or according to other metrics such as object importance, viewpoint-relative speed or position. - From Wikipedia, couldn't sum it up better.
When you are making your own mod/game, generating LODs for items mean they are going to disintegrate to be less complex the farther you are from the object, usually in a manner it's not noticeable because of the distance. This improves the FPS and stability because you have less detail on your screen, the only items in full detail should be the ones close to you.

Now I'm going to make an example on your object and show you how to complete what you wanted.

As stated in the 'Combining' part, you don't need the LODs, delete them and name the first component of your object a_la_russian_grenadier.1 and the second a_la_russian_grenadier.2. This combines the two meshes into one object and voila, you are done.

Now this essentialy doesn't have to do with the color, but since your mesh combining procedure was wrong from the start, it could make a difference. If it doesn't then you assigned a wrong material/texture.


Extras for the dedicated...
You also could've made LODs for each mesh, but you don't need to since it's only your client-side modification, no one will see your both meshes combined anyway, so they wouldn't have your mesh or your LODs.
If you were making a mod, and wanted to combine the meshes + assign them generated LODs, you'd name the items:
a_la_russian_grenadier.1
a_la_russian_grenadier.lod1.1
a_la_russian_grenadier.lod2.1
a_la_russian_grenadier.lod3.1
a_la_russian_grenadier.lod4.1

a_la_russian_grenadier.2
a_la_russian_grenadier.lod1.2
a_la_russian_grenadier.lod2.2
a_la_russian_grenadier.lod3.2
a_la_russian_grenadier.lod4.2

OpenBrf generates up to 4 levels of detail, with lod1 being the one applied after a few meters, lod2 a bit farther and so on.

Quote from: Example table
[mesh_name].[lod].[component]

If you just want to combine two components
a_la_russian_grenadier.1
a_la_russian_grenadier.2

If you had only one mesh/component and you wanted to make LODs for it.

a_la_russian_grenadier.
a_la_russian_grenadier.lod1
a_la_russian_grenadier.lod2
a_la_russian_grenadier.lod3
a_la_russian_grenadier.lod4

If you had two components, and wanted to make LODs for both.
a_la_russian_grenadier.1
a_la_russian_grenadier.lod1
a_la_russian_grenadier.lod2
a_la_russian_grenadier.lod3
a_la_russian_grenadier.lod4
a_la_russian_grenadier.2
a_la_russian_grenadier.lod1.2
a_la_russian_grenadier.lod2.2
a_la_russian_grenadier.lod3.2
a_la_russian_grenadier.lod4.2


- I hope you had a good read and understand better how it works now!
Cheers!

So this is what it should look like?
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fs4.postimg.org%2Fnh563ze6l%2Fuploadbuff.png&hash=5d2b0109103dd2a52b64a8952aff1e11335d4927)
[close]

But with the .2 at the end of the second lods. Wrong screenshot uploaded xD
Title: Re: Have a question about Modding? Ask Here!
Post by: BNS Marko on August 28, 2014, 06:52:13 pm
A bit better, but not there yet.
First off, we said you don't need LODs, but if you do want to keep them so much the a_la_russian_grenadier.1 LODs aren't correctly written.

a_la_russian_grenadier.lod1.1
a_la_russian_grenadier.lod2.1
a_la_russian_grenadier.lod4.1
Title: Re: Have a question about Modding? Ask Here!
Post by: Penn on August 28, 2014, 06:55:42 pm
A bit better, but not there yet.
First off, we said you don't need LODs, but if you do want to keep them so much the a_la_russian_grenadier.1 LODs aren't correctly written.

a_la_russian_grenadier.lod1.1
a_la_russian_grenadier.lod2.1
a_la_russian_grenadier.lod4.1

Okay, so this should be enough?

Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fs11.postimg.org%2Fdchu7igwz%2Fuploadbuff.png&hash=e80711492dc60213a3e8d7ddc9bca280d128631c)
[close]
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on August 28, 2014, 07:12:16 pm
a_la_russian_grenadier just be the first mesh name not .1 and then the attached mesh as .1  should be simple as that.
Title: Re: Have a question about Modding? Ask Here!
Post by: BNS Marko on August 28, 2014, 07:15:44 pm
Yes, my mistake, but both should work though.
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on August 28, 2014, 07:18:05 pm
Yes, my mistake, but both should work though.
Yeah both methods should work that we mentioned, mesh name and then .1 attached mesh to the same 'mesh' in total is how I learned to do it.
Title: Re: Have a question about Modding? Ask Here!
Post by: Penn on August 28, 2014, 07:19:41 pm
Yes, my mistake, but both should work though.

Still the same result, one is texturized, one is not.
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on August 28, 2014, 07:23:20 pm
Is the second hair mesh or .1 'B' mesh material that is hair_blonde?
Title: Re: Have a question about Modding? Ask Here!
Post by: Penn on August 28, 2014, 07:29:34 pm
Is the second hair mesh or .1 'B' mesh material that is hair_blonde?

Both are hair_blonde
Title: Re: Have a question about Modding? Ask Here!
Post by: Grozni on August 28, 2014, 08:42:32 pm
This is obviously due to limitations in warband engine. It seems, since hair color is dynamic (editable via hair color slider), it only supports one hair material on ONE mesh.
So, no, you can't combine two meshes to get hair object. End of story.

You'll just have to export both hairs into 3d modeling program and combine them manually into one mesh that uses one material, then reimport.
Title: Re: Have a question about Modding? Ask Here!
Post by: Frederik on August 28, 2014, 08:48:12 pm
When they use the same material, you can simply select both, rightklick and choose Combine meshes.
Title: Re: Have a question about Modding? Ask Here!
Post by: Grozni on August 28, 2014, 08:57:27 pm
When they use the same material, you can simply select both, rightklick and choose Combine meshes.
Yea this may work, unless that is what he tried to do first (before we suggested enumeration technique to combine them rather than whatever he tried before that).
Title: Re: Have a question about Modding? Ask Here!
Post by: Penn on August 28, 2014, 09:04:26 pm
This is obviously due to limitations in warband engine. It seems, since hair color is dynamic (editable via hair color slider), it only supports one hair material on ONE mesh.
So, no, you can't combine two meshes to get hair object. End of story.

You'll just have to export both hairs into 3d modeling program and combine them manually into one mesh that uses one material, then reimport.

Have tried making it into one mesh using a 3d program, didn't help either. But I might be doing it wrong
Title: Re: Have a question about Modding? Ask Here!
Post by: Penn on August 29, 2014, 12:50:53 am
Okay, I made it work now. It was just so darn simple I didn't think of it.

Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fs28.postimg.org%2F8afpr9vel%2Fuploadbuff.png&hash=fb8f8c36fef5d701c2b404b78f0fc72769e180a3)
[close]

Sorry for the double post again :s
Title: Re: Have a question about Modding? Ask Here!
Post by: BNS Marko on August 29, 2014, 09:50:16 am
The mesh combining with mesh, mesh.1 is used for meshes using different materials anyway, glad you made it finally work.
Title: Re: Have a question about Modding? Ask Here!
Post by: Gewehr98 on August 31, 2014, 06:03:50 am
Which infantry coats (if any) lack the tails that go down past the wearer's ass? I am tinkering with making a barracks coat that my British regiment can wear during training sessions and if there is a coat i can just re-skin instead of cutting the tail off the UK coats that would save me a lot of time.
Title: Re: Have a question about Modding? Ask Here!
Post by: Frederik on August 31, 2014, 01:30:44 pm
Which infantry coats (if any) lack the tails that go down past the wearer's ass? I am tinkering with making a barracks coat that my British regiment can wear during training sessions and if there is a coat i can just re-skin instead of cutting the tail off the UK coats that would save me a lot of time.
Prussian Reserve Infantry.
Title: Re: Have a question about Modding? Ask Here!
Post by: SamTheZamER on September 07, 2014, 04:18:28 am
As you can see I attempted to change the 84e jacket to something else but the 45e changed along with it. Is it possible to have just the 84e jacket yellow and the 45e not?

Spoiler
(https://i.imgur.com/vq98XFe.jpg)
Spoiler
[close]
[close]
Title: Re: Have a question about Modding? Ask Here!
Post by: Penn on September 07, 2014, 04:20:48 am
As you can see I attempted to change the 84e jacket to something else but the 45e changed along with it. Is it possible to have just the 84e jacket yellow and the 45e not?

Spoiler
(https://i.imgur.com/vq98XFe.jpg)
Spoiler
[close]
[close]
It is possible yes, with the help of OpenBRF.
Title: Re: Have a question about Modding? Ask Here!
Post by: SamTheZamER on September 07, 2014, 04:38:23 am
I got OpenBRF and have used it to change meshes around to other units, but I'm still not sure how to change the textures that are coded for the meshes to receive, Such as how to have just the 84e receive the yellow jacket and have the 45e receive the origanel  blue jacket
Title: Re: Have a question about Modding? Ask Here!
Post by: Penn on September 07, 2014, 04:41:24 am
Add me to Steam and I'll guide you through it [52nd] Penn




Edit: Had to go, so I made you this. Hope it makes things clearer.

First of all, copy the texture and rename the new one fr_grenadier1 (this is the one we'll be modding with photoshop or what ever).

Then follow these steps:
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fs9.postimg.org%2F4d062cg3j%2Fhelp1.png&hash=2ab699dec91de0f926b8f514dda3dbce2e25561a)
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Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fs9.postimg.org%2Fb26pid1fj%2Fhelp2.png&hash=ac0c1bbfd55657ac0d88d5a846bdae431861f72f)
[close]
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fs9.postimg.org%2Fh0kislke7%2Fhelp3.png&hash=f7fd9713d19bee2a64c670a6359180893131f92a)
[close]
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fs9.postimg.org%2Fpk3wqcsqn%2Fhelp4.png&hash=1d90f49ba3cf16f793866a63a7a617bbb6f0810d)
[close]

Save, and then hit (back). You should now be back at the meshes:
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fs28.postimg.org%2Flocl0j8nh%2Fhelp5.png&hash=1ce6698a8b94f6858a0753251b46f236d85a4abc)
[close]

Save, and that should be it
Title: Re: Have a question about Modding? Ask Here!
Post by: SamTheZamER on September 07, 2014, 05:38:06 am
Thanks Penn, I couldn't have ask for more
Title: Re: Have a question about Modding? Ask Here!
Post by: Gewehr98 on September 08, 2014, 06:14:25 am
What all is attached to the UK sapper? I know there's a sergeant jacket, but is the apron part of the jacket or does it go in the slot where the infantry ranker's backpack+kit goes?
Title: Re: Have a question about Modding? Ask Here!
Post by: Penn on September 08, 2014, 10:08:09 am
What all is attached to the UK sapper? I know there's a sergeant jacket, but is the apron part of the jacket or does it go in the slot where the infantry ranker's backpack+kit goes?

British_sappeur_pants is made from the 'gb_95th_pants_grey' (This is the pants)
British_sappeur_pants1 is made from 'Sappeur' (This is the apron)
British_sappeur_pants2 is made from 'gb_95th_ranker' (this is the belt)

Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fs10.postimg.org%2Fgqaixyrw9%2Fuploadbuff.png&hash=e703e0a0d2bcd82861a8f6cb0b5e61b53c26f988)
[close]
Title: Re: Have a question about Modding? Ask Here!
Post by: Antoine de Lasalle on September 10, 2014, 11:14:31 am
I have the Mac Steam version of NW.  I want to add some custom skins but whenever I do it is just totally black.  I asked Olafson and he said it was because the .brf stuff won't work and needs to be changed. 

How, as a Mac user, can I change the .brf files? Is it possible?
Title: Re: Have a question about Modding? Ask Here!
Post by: DanyEle on September 10, 2014, 02:15:01 pm
I guess OpenBRF should work for you. Eventually open it with Wine.
Title: Re: Have a question about Modding? Ask Here!
Post by: Antoine de Lasalle on September 10, 2014, 02:40:06 pm
I guess OpenBRF should work for you. Eventually open it with Wine.

What should I do though?
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on September 10, 2014, 02:50:27 pm
Pls post a screenshot of the brf file (dont open just the folder) you changed and what you see in-game
Title: Re: Have a question about Modding? Ask Here!
Post by: Antoine de Lasalle on September 10, 2014, 03:48:52 pm
I don't know how to use OpenBRF nor do I know anything about converting files...

Here they are:

Mortem's Skins Grenadiers Hollondais
(https://i.imgur.com/y9pyvpw.png)
[close]

Resource Files
(https://i.imgur.com/uPrxefk.png)
[close]

Textures Files
(https://i.imgur.com/80T4y8i.png)
[close]

In-Game (the parts that are modified are black)
(https://i.imgur.com/78MlUYB.jpg)
(https://i.imgur.com/L9r4rqH.jpg)
(https://i.imgur.com/AqVPyfM.jpg)
[close]
Title: Re: Have a question about Modding? Ask Here!
Post by: Griff Redstorm on September 10, 2014, 03:58:45 pm
Maybe textures didnt imported to .brf ? Anybody having same issue with same pack?
Title: Re: Have a question about Modding? Ask Here!
Post by: Antoine de Lasalle on September 10, 2014, 04:01:18 pm
I was told that I have to convert the .brf files to a Mac version.
But I have no idea how to do that

Edit: Also I've tried using OpenBRF but I can't run .exe stuff so I can't  :-\
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on September 10, 2014, 05:35:18 pm
I'm not familiar with mac and warband, but a cause might be that he added the wrong shader
Title: Re: Have a question about Modding? Ask Here!
Post by: DanyEle on September 10, 2014, 06:11:27 pm
I was told that I have to convert the .brf files to a Mac version.
But I have no idea how to do that

Edit: Also I've tried using OpenBRF but I can't run .exe stuff so I can't  :-\

You can  run .exe files, if you know how. Just use Wine. There should be lots of guides around. I use it very often on Linux, and it works on Mac too.
Title: Re: Have a question about Modding? Ask Here!
Post by: Antoine de Lasalle on September 11, 2014, 01:09:37 am
Well ok. I can run .exe with Wine to run OpenBRF.
But you guys haven't told me the most important thing. How do I convert the files to Mac compatible???
Title: Re: Have a question about Modding? Ask Here!
Post by: Grozni on September 16, 2014, 11:13:10 pm
No one said you should convert brf files to mac, just use Wine to run OpenBRF, and use this program to import new textures (textures in .dds format) and assign them to new or old materials, and assign those materials to models.

Title: Re: Have a question about Modding? Ask Here!
Post by: XornXenophon on September 28, 2014, 12:13:58 pm
I would like, if I can change how bots are spawned and/or behave;

- Is there a possibility to influence what sorts of bots (infantry, which sort of infantry exactly, specialists like engineers, artillerists, musicans) are spawned?
- Is there a possibility to change the behaviour of the bots? They do not seem to attack DOORS at all, even if they could!
- Is there a possibility to change the way they move? They seem to take the path directly to their goal. If it is blocked, they will keep standing in front of the obstacle...N
Title: Re: Have a question about Modding? Ask Here!
Post by: Grozni on September 29, 2014, 12:57:08 pm
I would like, if I can change how bots are spawned and/or behave;

- Is there a possibility to influence what sorts of bots (infantry, which sort of infantry exactly, specialists like engineers, artillerists, musicans) are spawned?
- Is there a possibility to change the behaviour of the bots? They do not seem to attack DOORS at all, even if they could!
- Is there a possibility to change the way they move? They seem to take the path directly to their goal. If it is blocked, they will keep standing in front of the obstacle...N

- You can't do much by using the warband/NW hardcoded way of adding bots, other than specifying which AI troops are available to factions. However, you can add certain troops through scripting, I did this in some old modding experiments for Warband and there are some published mods which spawn specific types of bots at specific time and location. But to make engineer bots actually build something, or make musician bots actually play instruments, I won't say its impossible but it would take a lot of modding skill.
- Changing the way bots behave is very hard. You will notice they do sort of "attack doors" and sapper covers if there are enemies behind it, so with some trickery this may be possible but would require skilled modder.
- You can fix bot path-choosing by placing AI barriers on map, which makes them seek ways around them, but I guess what you're asking for is a way to add dynamic AI barriers (in case when obstacle is added to the map by sapper during run-time) and I don't think that's possible, because bots calculate paths at very start, before the 1st bot spawns, so they won't adjust movement if you dynamically add more AI barriers.

All in all it sounds like you're trying to make something very hard to achieve, your choices are to learn a lot about module system and coding in general, and then spend a lot of time trying to create what you want through trial and error, or wait for Bannerlord which would hopefully have better modding support.
Title: Re: Have a question about Modding? Ask Here!
Post by: DanyEle on October 01, 2014, 01:29:43 pm
Or just use AI paths to tell the bots where they should go. I know nothing nearly nothing about mapping though, you should ask some good mapper or look it up on some mapping guides.
Title: Re: Have a question about Modding? Ask Here!
Post by: Blobmania on October 01, 2014, 01:44:18 pm
If you're willing to crack into the Module System then you can absolutely do most of what you're looking to achieve there, if not all.

Check out the AI commands in header_operations if you want somewhere to head off from.
Title: Re: Have a question about Modding? Ask Here!
Post by: Malkolm R. Lind on October 10, 2014, 10:44:10 am
Nevermind... I just gave up of frustration...  >:(
Title: Re: Have a question about Modding? Ask Here!
Post by: Penn on October 10, 2014, 03:00:52 pm
Nevermind... I just gave up of frustration...  >:(

Giving up won't give you any knowledge. If you need help, I'm always here Malcolm
Title: Re: Have a question about Modding? Ask Here!
Post by: Grozni on October 10, 2014, 03:04:58 pm
Nevermind... I just gave up of frustration...  >:(
Its not nice to delete your question out of personal frustration, it could have been answered and then in future someone else who has similar problems would find your question & answer, but this way it won't happen.
Title: Re: Have a question about Modding? Ask Here!
Post by: Malkolm R. Lind on October 10, 2014, 03:31:36 pm
-
Title: Re: Have a question about Modding? Ask Here!
Post by: Gewehr98 on October 12, 2014, 06:32:59 am
How is it that the 95th Rifles sergeant has his chevrons on only one arm but the other British units have them on both arms? Is the mesh for the 95th jacket built differently?
Title: Re: Have a question about Modding? Ask Here!
Post by: Penn on October 12, 2014, 02:54:03 pm
How is it that the 95th Rifles sergeant has his chevrons on only one arm but the other British units have them on both arms? Is the mesh for the 95th jacket built differently?

Thats how they wore them
Title: Re: Have a question about Modding? Ask Here!
Post by: Gewehr98 on October 12, 2014, 07:11:36 pm
How is it that the 95th Rifles sergeant has his chevrons on only one arm but the other British units have them on both arms? Is the mesh for the 95th jacket built differently?

Thats how they wore them

Yeah, but the texture for the 95th jacket and the 33rd jacket is laid out exactly the same.
Title: Re: Have a question about Modding? Ask Here!
Post by: Heliod on October 14, 2014, 04:25:49 pm
hello i am making a mod about the warhammer fantasy unniverse and i want to edit all the faction and their troops with new names and equipment how can do it the best
Title: Re: Have a question about Modding? Ask Here!
Post by: DanyEle on October 14, 2014, 05:59:39 pm
Use the Module System mate. In the "Modifications" board you can find a good useful guide on how to get it set up and working. Then it'll just be about editing some strings and troops' names .
Title: Re: Have a question about Modding? Ask Here!
Post by: Heliod on October 14, 2014, 06:49:37 pm
i did but got errors in the module.bat setup
Title: Re: Have a question about Modding? Ask Here!
Post by: Heliod on October 16, 2014, 10:59:06 am
renaming and giving new equipment goes well now but i got now this error

how can i fix this

  File "process_troops.py", line 107, in <module>
    save_troops()
  File "process_troops.py", line 34, in save_troops
    file.write("\ntrp_%s %s %s %s %d %d %d %d %d %d\n  "%(convert_to_identifier(troop[0]),replace_spaces(troop[1]),replace_spaces(troop[2]), replace_spaces(str(troop[13])), troop[3],troop[4],troop[5], troop[6], troop[14],
troop[15]))

  File "C:\Users\Gebruiker\Desktop\war of the old world mod dev\The War Of The Old World\Sourcecode\mm dev - MS
\process_common.py", line 30, in replace_spaces
    return string.replace(string.replace(s0,"\t","_")," ","_")
  File "C:\Python27\lib\string.py", line 519, in replace
    return s.replace(old, new, maxreplace)
AttributeError: 'int' object has no attribute 'replace'
Title: Re: Have a question about Modding? Ask Here!
Post by: Malkolm R. Lind on October 17, 2014, 06:31:46 pm
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fcloud-4.steampowered.com%2Fugc%2F532874415675194853%2F5709F1931070C2C27F6AA13AB3E78E85F86E5E57%2F&hash=9aa33ca18fe1eaa0d1f159e1cca4881992aff28c)
[close]

Does anyone know how to fix this shader problem? I went into openbrf and changed the shader of the new texture to the same shader that the prussrusshats had. Seems it doesn't work out that well.  :-\
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on October 17, 2014, 06:35:30 pm
Picture of the material in openbrf?
It could be a spec map prob
Title: Re: Have a question about Modding? Ask Here!
Post by: Malkolm R. Lind on October 17, 2014, 10:31:15 pm
Picture of the material in openbrf?
It could be a spec map prob
What do you mean? Like if I put in the wrong spec map to the material? And if you could tell me how to post screens from my desktop I could show you how the material currently looks.
Title: Re: Have a question about Modding? Ask Here!
Post by: Penn on October 17, 2014, 10:34:37 pm
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fcloud-4.steampowered.com%2Fugc%2F532874415675194853%2F5709F1931070C2C27F6AA13AB3E78E85F86E5E57%2F&hash=9aa33ca18fe1eaa0d1f159e1cca4881992aff28c)
[close]

Does anyone know how to fix this shader problem? I went into openbrf and changed the shader of the new texture to the same shader that the prussrusshats had. Seems it doesn't work out that well.  :-\

Have you also connected the spec/bump maps?
Title: Re: Have a question about Modding? Ask Here!
Post by: Malkolm R. Lind on October 17, 2014, 10:59:47 pm
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fcloud-4.steampowered.com%2Fugc%2F532874415675194853%2F5709F1931070C2C27F6AA13AB3E78E85F86E5E57%2F&hash=9aa33ca18fe1eaa0d1f159e1cca4881992aff28c)
[close]

Does anyone know how to fix this shader problem? I went into openbrf and changed the shader of the new texture to the same shader that the prussrusshats had. Seems it doesn't work out that well.  :-\

Have you also connected the spec/bump maps?
I added both the spec and bump maps to the material, I now actually found out that you had to type in the correct numbers for the Little tab called "Spec RGB" And also type in the correct numbers for the "Flags" tab. I then launched the game and it worked out perfectly.  ;D
Title: Re: Have a question about Modding? Ask Here!
Post by: Penn on October 17, 2014, 11:17:18 pm
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fcloud-4.steampowered.com%2Fugc%2F532874415675194853%2F5709F1931070C2C27F6AA13AB3E78E85F86E5E57%2F&hash=9aa33ca18fe1eaa0d1f159e1cca4881992aff28c)
[close]

Does anyone know how to fix this shader problem? I went into openbrf and changed the shader of the new texture to the same shader that the prussrusshats had. Seems it doesn't work out that well.  :-\

Have you also connected the spec/bump maps?
I added both the spec and bump maps to the material, I now actually found out that you had to type in the correct numbers for the Little tab called "Spec RGB" And also type in the correct numbers for the "Flags" tab. I then launched the game and it worked out perfectly.  ;D

How does it look now then? :D
Title: Re: Have a question about Modding? Ask Here!
Post by: Grozni on October 17, 2014, 11:41:02 pm
Picture of the material in openbrf?
It could be a spec map prob
What do you mean? Like if I put in the wrong spec map to the material? And if you could tell me how to post screens from my desktop I could show you how the material currently looks.

For windows in general, Ctrl + PrtScr to copy the whole screen into clipboard and then paste it into some graphical editing software, you will probably have to shrink it after pasting.
Title: Re: Have a question about Modding? Ask Here!
Post by: Penn on October 17, 2014, 11:51:13 pm
Picture of the material in openbrf?
It could be a spec map prob
What do you mean? Like if I put in the wrong spec map to the material? And if you could tell me how to post screens from my desktop I could show you how the material currently looks.

For windows in general, Ctrl + PrtScr to copy the whole screen into clipboard and then paste it into some graphical editing software, you will probably have to shrink it after pasting.

You don't need Ctrl though
Title: Re: Have a question about Modding? Ask Here!
Post by: Malkolm R. Lind on October 18, 2014, 12:09:19 am
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fcloud-4.steampowered.com%2Fugc%2F532874415675194853%2F5709F1931070C2C27F6AA13AB3E78E85F86E5E57%2F&hash=9aa33ca18fe1eaa0d1f159e1cca4881992aff28c)
[close]

Does anyone know how to fix this shader problem? I went into openbrf and changed the shader of the new texture to the same shader that the prussrusshats had. Seems it doesn't work out that well.  :-\

Have you also connected the spec/bump maps?
I added both the spec and bump maps to the material, I now actually found out that you had to type in the correct numbers for the Little tab called "Spec RGB" And also type in the correct numbers for the "Flags" tab. I then launched the game and it worked out perfectly.  ;D

How does it look now then? :D
May I present to you Die 12te Schlesiches Landwher-Regiment
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fcloud-4.steampowered.com%2Fugc%2F532874415684916516%2FE19249BFA521630E42935C3B9D0EA6D111972964%2F&hash=6c4190d0923dad2dc8ea5fb76a73d28a5e00d356)
[close]
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on October 18, 2014, 12:10:18 am
Nice, yeah those Spec RGB flags and numbers can make a difference.
Title: Re: Have a question about Modding? Ask Here!
Post by: Penn on October 18, 2014, 12:22:37 am
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fcloud-4.steampowered.com%2Fugc%2F532874415675194853%2F5709F1931070C2C27F6AA13AB3E78E85F86E5E57%2F&hash=9aa33ca18fe1eaa0d1f159e1cca4881992aff28c)
[close]

Does anyone know how to fix this shader problem? I went into openbrf and changed the shader of the new texture to the same shader that the prussrusshats had. Seems it doesn't work out that well.  :-\

Have you also connected the spec/bump maps?
I added both the spec and bump maps to the material, I now actually found out that you had to type in the correct numbers for the Little tab called "Spec RGB" And also type in the correct numbers for the "Flags" tab. I then launched the game and it worked out perfectly.  ;D

How does it look now then? :D
May I present to you Die 12te Schlesiches Landwher-Regiment
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fcloud-4.steampowered.com%2Fugc%2F532874415684916516%2FE19249BFA521630E42935C3B9D0EA6D111972964%2F&hash=6c4190d0923dad2dc8ea5fb76a73d28a5e00d356)
[close]

Looking good Malcolm, but you forgot the yellow cuffs (and besides that, I already made a mod for the 12te :D)
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on October 18, 2014, 06:42:34 am
This is probably a shot in the dark but if anyone has information how to make a custom drum track selection for a particular unit I would appreciate the support.
Title: Re: Have a question about Modding? Ask Here!
Post by: Viriathus on October 26, 2014, 01:31:09 pm
Does anyone know how to make custom textured pants for the British Lights?
Title: Re: Have a question about Modding? Ask Here!
Post by: Penn on November 10, 2014, 11:34:17 pm
Hello!

A friend asked me to make a mod for his russian regiment. He wanted to remove the backpacks of all the troops - and so I did.
But here is the problem, the shadows from the backpacks are still there. Is there any way to fix this?

As you can see in this picture, the shadow/shade from the backpack is clearly there.
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fs28.postimg.org%2Fer465i8i5%2F2014_11_10_00007.jpg&hash=39e1743a8c28027dd99e421748d7765c53ec3d5c)
[close]
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on November 10, 2014, 11:34:59 pm
Hello!

A friend asked me to make a mod for his russian regiment. He wanted to remove the backpacks of all the troops - and so I did.
But here is the problem, the shadows from the backpacks are still there. Is there any way to fix this?

As you can see in this picture, the shadow/shade from the backpack is clearly there.
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fs28.postimg.org%2Fer465i8i5%2F2014_11_10_00007.jpg&hash=39e1743a8c28027dd99e421748d7765c53ec3d5c)
[close]
openBRF -> right click mesh of item -> Color with Ambient Occlusion
Title: Re: Have a question about Modding? Ask Here!
Post by: Penn on November 10, 2014, 11:37:16 pm
Hello!

A friend asked me to make a mod for his russian regiment. He wanted to remove the backpacks of all the troops - and so I did.
But here is the problem, the shadows from the backpacks are still there. Is there any way to fix this?

As you can see in this picture, the shadow/shade from the backpack is clearly there.
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fs28.postimg.org%2Fer465i8i5%2F2014_11_10_00007.jpg&hash=39e1743a8c28027dd99e421748d7765c53ec3d5c)
[close]
openBRF -> right click mesh of item -> Color with Ambient Occlusion

Really quick answer! Thank you a lot!
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on November 11, 2014, 12:02:59 am
No problem, I try to be quick.  ;)
Title: Re: Have a question about Modding? Ask Here!
Post by: Penn on November 13, 2014, 12:51:01 pm
I want to mess around a bit with the smoke from the muskets/cannons.

What I want is bigger clouds of smoke that stay longer, maybe make them a bit darker too. Anyone who can tell me how to do this?
Title: Re: Have a question about Modding? Ask Here!
Post by: Griff Redstorm on November 13, 2014, 07:04:54 pm
I want to mess around a bit with the smoke from the muskets/cannons.

What I want is bigger clouds of smoke that stay longer, maybe make them a bit darker too. Anyone who can tell me how to do this?

There is a smoke mode take a look here  (https://www.fsegames.eu/forum/index.php?topic=15235.msg587265#msg587265) maybe he might be able to help you Penn.

But beware, smoke modes = worst enemy of fps
Title: Re: Have a question about Modding? Ask Here!
Post by: Penn on November 14, 2014, 12:46:54 am
I want to mess around a bit with the smoke from the muskets/cannons.

What I want is bigger clouds of smoke that stay longer, maybe make them a bit darker too. Anyone who can tell me how to do this?

There is a smoke mode take a look here  (https://www.fsegames.eu/forum/index.php?topic=15235.msg587265#msg587265) maybe he might be able to help you Penn.

But beware, smoke modes = worst enemy of fps

FPS is not a problem :D
And I want to make one myself :p
Title: Re: Have a question about Modding? Ask Here!
Post by: Griff Redstorm on November 14, 2014, 12:57:34 am
And I want to make one myself :p

I got it Penn, and thats what i was trying to say, as he already made smoke mod he can tell you how :P (Not so many peoples making mods over smoke much so)
Title: Re: Have a question about Modding? Ask Here!
Post by: Malkolm R. Lind on November 22, 2014, 10:37:43 am
I ran into a problem while making some skins for our corps:


Alright, so what I did was to add the coat to the hat of the carabinier trumpeter, because the cuirassier and carabinier both share the same mesh. The cuirassier trumpeter worked out fine. But when I added the coat to the carabinier, I noticed that I had to mount it to the abdomen. And then, this happened...  :'(

Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fcloud-4.steampowered.com%2Fugc%2F534003559102264333%2F7BF03958C351C2733DE6C17A4EA14DC0AA2B61A2%2F&hash=34e6babd20c25e2e1ac0fc47730149bfc07e6938)
[close]
Title: Re: Have a question about Modding? Ask Here!
Post by: AeroNinja on November 22, 2014, 11:03:22 am
Couldn't stop laughing lmao. xDDD . m&b logic xD
Title: Re: Have a question about Modding? Ask Here!
Post by: Malkolm R. Lind on November 22, 2014, 02:48:53 pm
Couldn't stop laughing lmao. xDDD . m&b logic xD
Yeah, wtf in the beginning... But when you're new to modding it's really frustrating.  >:(
Title: Re: Have a question about Modding? Ask Here!
Post by: AeroNinja on November 22, 2014, 04:07:11 pm
Well, all the skins you made were one of the most detailed and nicest skins I have seen. I can't mod at all. :(
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on November 22, 2014, 09:25:16 pm
The coat normally should not need to be mounted on one bone in openBRF. The uniform needs a torso rigging though.
Title: Re: Have a question about Modding? Ask Here!
Post by: Malkolm R. Lind on November 22, 2014, 10:32:07 pm
The coat normally should not need to be mounted on one bone in openBRF. The uniform needs a torso rigging though.
How do I give it a torso rigging then? If you can help me to get this to work, then I'll kiss your gunpowder covered boots.   :D
Title: Re: Have a question about Modding? Ask Here!
Post by: Mercuri on November 22, 2014, 10:36:39 pm
I ran into a problem while making some skins for our corps:


Alright, so what I did was to add the coat to the hat of the carabinier trumpeter, because the cuirassier and carabinier both share the same mesh. The cuirassier trumpeter worked out fine. But when I added the coat to the carabinier, I noticed that I had to mount it to the abdomen. And then, this happened...  :'(

Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fcloud-4.steampowered.com%2Fugc%2F534003559102264333%2F7BF03958C351C2733DE6C17A4EA14DC0AA2B61A2%2F&hash=34e6babd20c25e2e1ac0fc47730149bfc07e6938)
[close]

The coat need an anmation, so you must rigging it.
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on November 22, 2014, 11:28:28 pm
The coat normally should not need to be mounted on one bone in openBRF. The uniform needs a torso rigging though.
How do I give it a torso rigging then? If you can help me to get this to work, then I'll kiss your gunpowder covered boots.   :D
Right click mesh or edit tab in openBRF -> click Copy of a similar coat for example. Go back to your unrigged mesh and right click then select Paste rigging. Easy and quick.  :P
Title: Re: Have a question about Modding? Ask Here!
Post by: Malkolm R. Lind on November 22, 2014, 11:52:50 pm
The coat normally should not need to be mounted on one bone in openBRF. The uniform needs a torso rigging though.
How do I give it a torso rigging then? If you can help me to get this to work, then I'll kiss your gunpowder covered boots.   :D
Right click mesh or edit tab in openBRF -> click Copy of a similar coat for example. Go back to your unrigged mesh and right click then select Paste rigging. Easy and quick.  :P
Going to try this tomorrow, thanks! :D
Title: Re: Have a question about Modding? Ask Here!
Post by: Malkolm R. Lind on November 23, 2014, 05:38:41 pm
Nope, I'm afraid that doesn't work, mr.navy.  :(
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on November 24, 2014, 01:09:47 am
Johan Hindrich, Report to me on steam: betaknight (Profile pic: same color and letters as the one I have on forums)
Title: Re: Have a question about Modding? Ask Here!
Post by: Brawn on November 26, 2014, 06:39:33 am
Can you use a bow and arrow in NW by simply using it from Mount and Blade: Warband's Common Resources?

and also every time I add a model in the game its missing textures, even though it looks fine in openbrf. I also keep trying to add models in by making my own brf file and then adding the items in "Modules_Items" but my guy is just invisible every time I add the item. I've even tried adding the items in "Module_Items" with just adding the mesh and textures in an already existing brf file.Anyone know the problemo?
Title: Re: Have a question about Modding? Ask Here!
Post by: Malkolm R. Lind on November 26, 2014, 06:56:26 am
Can you use a bow and arrow in NW by simply using it from Mount and Blade: Warband's Common Resources?

and also every time I add a model in the game its missing textures, even though it looks fine in openbrf. I also keep trying to add models in by making my own brf file and then adding the items in "Modules_Items" but my guy is just invisible every time I add the item. I've even tried adding the items in "Module_Items" with just adding the mesh and textures in an already existing brf file.Anyone know the problemo?
Maybe you forgot to put the actual textures in the textures folder? That's a common mistake that I often do.  :P
Title: Re: Have a question about Modding? Ask Here!
Post by: Gokiller on November 26, 2014, 02:57:05 pm
If that was the cause he would probably get an error indicating that one of the items is missing a texture.

I forgot what the way of work was with that. But it does sound familiar. I believe it has something to do that the entire body has to be equiped. Or you have to place the new item between two already existing items. (not on the end of items.py for example) Otherwise it will just turn the entire body invisible. Not sure if that's the precise case? What kind of model are you actually trying to add?

Also yes, you can use the native stuff without having to add it to your NW folder I believe. Unless you decide to change a texture.

It's been a while since I did anything related to adding items with NW. So don't blame if I'm wrong. :P
Title: Re: Have a question about Modding? Ask Here!
Post by: Brawn on November 26, 2014, 07:00:42 pm
If that was the cause he would probably get an error indicating that one of the items is missing a texture.

I forgot what the way of work was with that. But it does sound familiar. I believe it has something to do that the entire body has to be equiped. Or you have to place the new item between two already existing items. (not on the end of items.py for example) Otherwise it will just turn the entire body invisible. Not sure if that's the precise case? What kind of model are you actually trying to add?

Also yes, you can use the native stuff without having to add it to your NW folder I believe. Unless you decide to change a texture.

It's been a while since I did anything related to adding items with NW. So don't blame if I'm wrong. :P

Thank you! I'll try it when I reach my computer.
Title: Re: Have a question about Modding? Ask Here!
Post by: KweqPL on November 27, 2014, 07:46:21 pm
Hi! How can I change color of uniform? Or what program I need to do this?
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on November 27, 2014, 07:50:18 pm
Openbrf and photoshop (dds plug in for photoshop)/ gimp (for nubs)
Title: Re: Have a question about Modding? Ask Here!
Post by: Brawn on November 27, 2014, 08:05:35 pm
Openbrf and photoshop (dds plug in for photoshop)/ gimp (for nubs)

Paint.net if you're a pro.
Title: Re: Have a question about Modding? Ask Here!
Post by: KweqPL on November 27, 2014, 08:36:09 pm
Thank m8s ;)
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on November 27, 2014, 09:09:20 pm
Openbrf and photoshop (dds plug in for photoshop)/ gimp (for nubs)

Paint.net if you're a pro.
Microsoft paint if you are Master.
Title: Re: Have a question about Modding? Ask Here!
Post by: Brawn on November 28, 2014, 02:36:16 am
Openbrf and photoshop (dds plug in for photoshop)/ gimp (for nubs)

Paint.net if you're a pro.
Microsoft paint if you are Master.

Touche'
But to answer KweqPL's question in more depth: If you go into the texture folder of the Napoleonic Modules folder, its usually located under C:\Program Files (x86)\Steam\SteamApps\common\MountBlade Warband\Modules\Napoleonic Wars\Textures if you have a Windows computer. Then just open the texture of your choice and go to town. I'd recommend also getting openbrf, its a program that opens the models under the NW resources folder, so that you can view the actual models and uniforms with the textures applied to them.
Title: Re: Have a question about Modding? Ask Here!
Post by: KweqPL on November 28, 2014, 06:44:25 pm
Thanks again m8  8)
Title: Re: Have a question about Modding? Ask Here!
Post by: Brawn on November 30, 2014, 04:29:02 am
I'm trying to make my own .brf file so I can put models in there, rather than just put models in a pre-existent .brf folder. Any tips? Because every time I do, it doesn't work.
Title: Re: Have a question about Modding? Ask Here!
Post by: Gokiller on November 30, 2014, 05:04:13 pm
http://forums.taleworlds.com/index.php/board,215.0.html

It's probably best that you search and find it out yourself. You learn much more from that.
Title: Re: Have a question about Modding? Ask Here!
Post by: Brawn on November 30, 2014, 10:50:40 pm
http://forums.taleworlds.com/index.php/board,215.0.html

It's probably best that you search and find it out yourself. You learn much more from that.


I have searched, and still am. But this thread is called, "Have a question about Modding? Ask Here!"

I had a question, so I asked :P. But thanks for link though, haven't really searched Taleworlds yet.
Title: Re: Have a question about Modding? Ask Here!
Post by: TheGamingBoris on December 09, 2014, 06:21:24 pm
Hello all, I am working on a custom Taunt sound pack and I've drawn a blank.
I have the sound file I want to replace the files with and know what files must be replaced, but when i replace them and press c, nothing happens.

Things I have tried:
+ Changed 'MP3' to 'Wav'
+ Checked if the clips are of the right length
+ Checked if the audio files produce sound.
--I have tried all of the above--

Help please!!

Thanks
Boris[/b][/font]
Title: Re: Have a question about Modding? Ask Here!
Post by: Penn on December 09, 2014, 06:44:40 pm
Hello all, I am working on a custom Taunt sound pack and I've drawn a blank.
I have the sound file I want to replace the files with and know what files must be replaced, but when i replace them and press c, nothing happens.

Things I have tried:
+ Changed 'MP3' to 'Wav'
+ Checked if the clips are of the right length
+ Checked if the audio files produce sound.
--I have tried all of the above--

Help please!!

Thanks
Boris[/b][/font]

How did you change the format? (mp3 to wav)
Title: Re: Have a question about Modding? Ask Here!
Post by: TheGamingBoris on December 09, 2014, 06:47:55 pm
Hello all, I am working on a custom Taunt sound pack and I've drawn a blank.
I have the sound file I want to replace the files with and know what files must be replaced, but when i replace them and press c, nothing happens.

Things I have tried:
+ Changed 'MP3' to 'Wav'
+ Checked if the clips are of the right length
+ Checked if the audio files produce sound.
--I have tried all of the above--

Help please!!

Thanks
Boris[/b][/font]

How did you change the format? (mp3 to wav)

Via an online converter :)
Title: Re: Have a question about Modding? Ask Here!
Post by: Penn on December 09, 2014, 06:53:00 pm
Hello all, I am working on a custom Taunt sound pack and I've drawn a blank.
I have the sound file I want to replace the files with and know what files must be replaced, but when i replace them and press c, nothing happens.

Things I have tried:
+ Changed 'MP3' to 'Wav'
+ Checked if the clips are of the right length
+ Checked if the audio files produce sound.
--I have tried all of the above--

Help please!!

Thanks
Boris[/b][/font]

How did you change the format? (mp3 to wav)

Via an online converter :)

Hm, I don't see why it wouldn't work though. But I know that some sounds are in ".ogg" format.
I'd recommend you download Audacity and use that for converting
Title: Re: Have a question about Modding? Ask Here!
Post by: DanyEle on December 09, 2014, 06:58:48 pm
Alright, sorry everybody. haven't looked at this section for a while. Gonna try and answer your questions now.

Hello all, I am working on a custom Taunt sound pack and I've drawn a blank.
I have the sound file I want to replace the files with and know what files must be replaced, but when i replace them and press c, nothing happens.

Things I have tried:+ Changed 'MP3' to 'Wav'
+ Checked if the clips are of the right length
+ Checked if the audio files produce sound.
--I have tried all of the above--

Help please!!
Thanks
Boris

How did you change the format? (mp3 to wav)

I see you didn't manage to change the format of the audio files correctly, but on balance you did change the format of your forum post :D . If you'd like to replace in-game sounds, all you need to do is get a file with the exact same format (most audio tracks are .ogg  or .wav) and the exact same name of the file you're going to replace, then copy and paste it. If you get a notification asking you if you want to overwrite the files, say "Yes". If you didn't get any notification, you must have done something wrong --> Check your Warband Cache on Steam, reinstall the files you overwrote or try with other files. Any spelling mistake will lead to the modifications not to work. Therefore, I'd suggest that you click on the file you want to replace, then press F2, then CTRL + C. Paste the content over to the file you're going to use, then replace the old file with the latter.

I'm trying to make my own .brf file so I can put models in there, rather than just put models in a pre-existent .brf folder. Any tips? Because every time I do, it doesn't work.

Yes, it's definitely possible. Either copy one of the existing BRFs, then empty it off all the things it contains or go to OpenBRF and click on File --> New, then save the file in the Resource folder of the mod you're working on. After doing this, head to the file called module.ini in your main module folder (basically its root directory, where you can find all text files such as scripts.txt, scenes.txt). Search for a string starting with load_mod_resource(for instance load_mod_resource = shipcrew). Copy this string and paste it below. Replace "shipcrew" (the BRF s name) with the very name you gave to your own BRF. Let's say we called our BRF "ie_airplanes". We are going to need to add a string reading load_mod_resource = ie_airplanes after the NW resources have been loaded. You could actually put this new string everywhere, but generally is better to append modifications at the end of the current declarations. If this sounds confusing, just look at Iron Europe's module.ini file and its Resources files as a reference.

If any of you still has further questions, please do not hesitate and ask. I'm going to check this board more frequently from now on.




Title: Re: Have a question about Modding? Ask Here!
Post by: TheGamingBoris on December 09, 2014, 07:03:08 pm
Alright, sorry everybody. haven't looked at this section for a while. Gonna try and answer your questions now.

I tried all of that, and what you just said to do is common sense but The sound files were converted correctly, no spelling errors either, when I press 'C' in-game, it is silent... does every taunt have to be different? there are twenty sound files to replace..
Title: Re: Have a question about Modding? Ask Here!
Post by: Penn on December 09, 2014, 07:20:05 pm
Alright, sorry everybody. haven't looked at this section for a while. Gonna try and answer your questions now.

I see you didn't manage to change the format of the audio files correctly, but on balance you did change the format of your forum post :D . If you'd like to replace in-game sounds, all you need to do is get a file with the exact same format (most audio tracks are .ogg  or .wav) and the exact same name of the file you're going to replace, then copy and paste it. If you get a notification asking you if you want to overwrite the files, say "Yes". If you didn't get any notification, you must have done something wrong --> Check your Warband Cache on Steam, reinstall the files you overwrote or try with other files. Any spelling mistake will lead to the modifications not to work. Therefore, I'd suggest that you click on the file you want to replace, then press F2, then CTRL + C. Paste the content over to the file you're going to use, then replace the old file with the latter.

I tried all of that, and what you just said to do is common sense but The sound files were converted correctly, no spelling errors either, when I press 'C' in-game, it is silent... does every taunt have to be different? there are twenty sound files to replace..

How many times have you tried pressing C? xD
Title: Re: Have a question about Modding? Ask Here!
Post by: TheGamingBoris on December 09, 2014, 07:23:00 pm
Alright, sorry everybody. haven't looked at this section for a while. Gonna try and answer your questions now.

I see you didn't manage to change the format of the audio files correctly, but on balance you did change the format of your forum post :D . If you'd like to replace in-game sounds, all you need to do is get a file with the exact same format (most audio tracks are .ogg  or .wav) and the exact same name of the file you're going to replace, then copy and paste it. If you get a notification asking you if you want to overwrite the files, say "Yes". If you didn't get any notification, you must have done something wrong --> Check your Warband Cache on Steam, reinstall the files you overwrote or try with other files. Any spelling mistake will lead to the modifications not to work. Therefore, I'd suggest that you click on the file you want to replace, then press F2, then CTRL + C. Paste the content over to the file you're going to use, then replace the old file with the latter.

I tried all of that, and what you just said to do is common sense but The sound files were converted correctly, no spelling errors either, when I press 'C' in-game, it is silent... does every taunt have to be different? there are twenty sound files to replace..

How many times have you tried pressing C? xD
alot, can I pass the files on and someone can check them? (Preferably an experienced Modder).
Title: Re: Have a question about Modding? Ask Here!
Post by: Penn on December 09, 2014, 07:26:09 pm
Alright, sorry everybody. haven't looked at this section for a while. Gonna try and answer your questions now.

I see you didn't manage to change the format of the audio files correctly, but on balance you did change the format of your forum post :D . If you'd like to replace in-game sounds, all you need to do is get a file with the exact same format (most audio tracks are .ogg  or .wav) and the exact same name of the file you're going to replace, then copy and paste it. If you get a notification asking you if you want to overwrite the files, say "Yes". If you didn't get any notification, you must have done something wrong --> Check your Warband Cache on Steam, reinstall the files you overwrote or try with other files. Any spelling mistake will lead to the modifications not to work. Therefore, I'd suggest that you click on the file you want to replace, then press F2, then CTRL + C. Paste the content over to the file you're going to use, then replace the old file with the latter.

I tried all of that, and what you just said to do is common sense but The sound files were converted correctly, no spelling errors either, when I press 'C' in-game, it is silent... does every taunt have to be different? there are twenty sound files to replace..

How many times have you tried pressing C? xD
alot, can I pass the files on and someone can check them? (Preferably an experienced Modder).

Don't really need that much experience to do this. Upload them and I'll check them out
Title: Re: Have a question about Modding? Ask Here!
Post by: DanyEle on December 09, 2014, 07:34:39 pm
The taunts are randomized. Perhaps try and replace them all, though you might have already done that.
Title: Re: Have a question about Modding? Ask Here!
Post by: TheGamingBoris on December 09, 2014, 07:37:45 pm
Alright, sorry everybody. haven't looked at this section for a while. Gonna try and answer your questions now.

I see you didn't manage to change the format of the audio files correctly, but on balance you did change the format of your forum post :D . If you'd like to replace in-game sounds, all you need to do is get a file with the exact same format (most audio tracks are .ogg  or .wav) and the exact same name of the file you're going to replace, then copy and paste it. If you get a notification asking you if you want to overwrite the files, say "Yes". If you didn't get any notification, you must have done something wrong --> Check your Warband Cache on Steam, reinstall the files you overwrote or try with other files. Any spelling mistake will lead to the modifications not to work. Therefore, I'd suggest that you click on the file you want to replace, then press F2, then CTRL + C. Paste the content over to the file you're going to use, then replace the old file with the latter.

I tried all of that, and what you just said to do is common sense but The sound files were converted correctly, no spelling errors either, when I press 'C' in-game, it is silent... does every taunt have to be different? there are twenty sound files to replace..

How many times have you tried pressing C? xD
alot, can I pass the files on and someone can check them? (Preferably an experienced Modder).

Don't really need that much experience to do this. Upload them and I'll check them out

I'll PM you mate. Thanks
Title: Re: Have a question about Modding? Ask Here!
Post by: Penn on December 09, 2014, 07:59:23 pm
We solved it!
Only problem was that he replaced the female battlecries instead of the male ones. Should be working now :D
Title: Re: Have a question about Modding? Ask Here!
Post by: TheGamingBoris on December 09, 2014, 08:03:08 pm
Yes, Don't know what the male ones are called, anyone? (Hint: They are not french_m_battlecry_#)
Title: Re: Have a question about Modding? Ask Here!
Post by: DanyEle on December 09, 2014, 08:07:41 pm
Better later than never!
Title: Re: Have a question about Modding? Ask Here!
Post by: TheGamingBoris on December 09, 2014, 08:10:27 pm
Can anyone find out which audio files are the male battlecries, I know 'french_bayonet_#' are a few of them
Title: Re: Have a question about Modding? Ask Here!
Post by: DanyEle on December 09, 2014, 10:20:19 pm
If you get the Module System and then open module_sounds, you're going to get the full list of assigned sounds. But anyway, here they are:

   
Code
["french_f_battlecry_1.wav", fac_france],["french_f_battlecry_2.wav", fac_france],["french_f_battlecry_3.wav", fac_france],["french_f_battlecry_4.wav", fac_france],["french_f_battlecry_5.wav", fac_france],

 ("voice_comm_charge_fren", sf_priority_8|sf_vol_13|sf_stream_from_hd, ["fren_charge1.wav","fren_bayonet1.wav","fren_bayonet2.wav","fren_bayonet3.wav","fren_bayonet4.wav"]),

 ("voice_cry_fem_fren", sf_priority_8|sf_vol_13, [
   "french_f_battlecry_1.wav"
  ,"french_f_battlecry_2.wav"
  ,"french_f_battlecry_3.wav"
  ,"french_f_battlecry_4.wav"
  ,"french_f_battlecry_5.wav"
  ,"french_f_battlecry_6.wav"
  ,"french_f_battlecry_7.wav"
  ,"french_f_battlecry_8.wav"
  ,"french_f_battlecry_9.wav"
  ,"french_f_battlecry_10.wav"
  ,"french_f_battlecry_11.wav"
  ,"french_f_battlecry_12.wav"
  ,"french_f_battlecry_13.wav"
  ,"french_f_battlecry_14.wav"
  ,"french_f_battlecry_15.wav"
  ,"french_f_battlecry_16.wav"
  ,"french_f_battlecry_17.wav"
  ,"french_f_battlecry_18.wav"
  ,"french_f_battlecry_19.wav"
  ,"french_f_battlecry_20.wav"
 ]),
Title: Re: Have a question about Modding? Ask Here!
Post by: Ivkolya on December 19, 2014, 06:56:19 pm
Hi all! I'm not so good in English, so I could easy miss answer to my question, so excuse me please, if I really did.

Question is: how can I make changes in uniform and weapon of player (bots are OK) for modification of Napoleonic Wars? If I just simple add new models to characters uniform, game think that it is a cheat and want to autokick me from my own server of my new module (naturally I am admin, so I stay at server, but without uniform with only hat). Can you help me? Please:)
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on December 19, 2014, 07:47:00 pm
Hi all! I'm not so good in English, so I could easy miss answer to my question, so excuse me please, if I really did.

Question is: how can I make changes in uniform and weapon of player (bots are OK) for modification of Napoleonic Wars? If I just simple add new models to characters uniform, game think that it is a cheat and want to autokick me from my own server of my new module (naturally I am admin, so I stay at server, but without uniform with only hat). Can you help me? Please:)
Look at how mini-modifications replace old vanilla uniforms for new ones. Renaming the old meshes in openBRF to say _old and keeping the vanilla mesh name for the new uniforms works easily enough.
Title: Re: Have a question about Modding? Ask Here!
Post by: Ivkolya on December 19, 2014, 08:21:45 pm
Look at how mini-modifications replace old vanilla uniforms for new ones. Renaming the old meshes in openBRF to say _old and keeping the vanilla mesh name for the new uniforms works easily enough.

Thanks for your answer. But it's no way to make my own names for new meshes? I thought, in Blood and Iron mod were new names for all meshes.
But Ok, keeping the vanilla mesh names is good enough for me, if it's the onle way:)
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on December 19, 2014, 08:27:14 pm
Look at how mini-modifications replace old vanilla uniforms for new ones. Renaming the old meshes in openBRF to say _old and keeping the vanilla mesh name for the new uniforms works easily enough.

Thanks for your answer. But it's no way to make my own names for new meshes? I thought, in Blood and Iron mod were new names for all meshes.
But Ok, keeping the vanilla mesh names is good enough for me, if it's the onle way:)
Yes it's the only way UNLESS you are making a new modification not compatible with NW. B&I is a good example they made the mod from the source code and thus could rename the items in openBRF.

For mini-modifications it has more restrictions if you want to use it being compatible with NW.
Title: Re: Have a question about Modding? Ask Here!
Post by: Ivkolya on December 20, 2014, 01:27:13 am
Look at how mini-modifications replace old vanilla uniforms for new ones. Renaming the old meshes in openBRF to say _old and keeping the vanilla mesh name for the new uniforms works easily enough.

Thanks for your answer. But it's no way to make my own names for new meshes? I thought, in Blood and Iron mod were new names for all meshes.
But Ok, keeping the vanilla mesh names is good enough for me, if it's the onle way:)
Yes it's the only way UNLESS you are making a new modification not compatible with NW. B&I is a good example they made the mod from the source code and thus could rename the items in openBRF.

For mini-modifications it has more restrictions if you want to use it being compatible with NW.

Thank you very much, I finally understood:) So - if I want to make a brand new modification, I must deal with source code, if not - just retexture vanilla meshes. And can you or anybody help me to find what I must change in source code to have opportunity  to change meshes and their names? I have read a lot about source code, I already know how add animations and items, but I can not find answer to this question and it kills me:)

P.S. Compatible with NW - you mean to play on NW servers?
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on December 21, 2014, 01:55:10 am
Compatible with NW server yes. We call it a client-side mod with compatibility.

With a new modification you can rename the meshes in module_items.py and assign them to troops with module_troops.py unlike Native you need not to script items in module_scripts.py
Title: Re: Have a question about Modding? Ask Here!
Post by: Devmc99 on December 23, 2014, 05:10:27 am
I'm trying to make it so the 33rd officer uses its own hat. But, in OpenBRF there is just 33rd_stovepipe. Would it be possible somehow to make it so the 33rd officer uses its own hat?
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on December 23, 2014, 12:46:07 pm
Coding or maybe just maybe the dragoon helmet trick
Title: Re: Have a question about Modding? Ask Here!
Post by: Mercuri on December 23, 2014, 02:27:13 pm
You cant without moddifing the troops and the items. And if you do it the servers will kick you for cheat.
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on December 23, 2014, 02:34:13 pm
Aye, first time I tried that it kicked me. Maybe the dragoon trick.
Title: Re: Have a question about Modding? Ask Here!
Post by: Devmc99 on December 23, 2014, 08:46:27 pm
Dragoon trick?
Title: Re: Have a question about Modding? Ask Here!
Post by: BlackNight on December 26, 2014, 12:52:57 pm
How do i remove some soldiers and classes from game?
Every time i get this:
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Foi60.tinypic.com%2Fr0nnzr.jpg&hash=25585cd5e676423795b2143e2eb4bd46a6a6013a)

And when i enter the game my table with soldier list is mixed exemple Cav. is mixed with Foot soldiers.
Title: Re: Have a question about Modding? Ask Here!
Post by: DanyEle on December 26, 2014, 03:16:40 pm
Dont touch anything but the faction troops belong to. Just change it to fac_neutral to make them disappear.
Title: Re: Have a question about Modding? Ask Here!
Post by: Bamse on December 27, 2014, 12:17:45 pm
i have edited the Vistula skin so much that the mipmap for it is unsable, is there anyway to create a new mipmap for it?

Im using Photoshop with the DDS addon.
Title: Re: Have a question about Modding? Ask Here!
Post by: Griff Redstorm on December 27, 2014, 01:23:42 pm
i have edited the Vistula skin so much that the mipmap for it is unsable, is there anyway to create a new mipmap for it?

Im using Photoshop with the DDS addon.


With ''mipmap'' you mean specular and normal files? If so, use the program ''crazybump'' its really helpful. I can help you if you contact me or steam for more details.
Title: Re: Have a question about Modding? Ask Here!
Post by: Blobmania on December 27, 2014, 04:57:02 pm
No, a mipmap is to textures what LOD's are to models - Reducing levels of detail that deteriorate over distance. Not using mipmaps gives you that grainy effect when viewing items from any sort of distance.

You should be able to generate fresh mipmaps when exporting your dds file - I know you can in GIMP, and I assume you can in PS as well.
Title: Re: Have a question about Modding? Ask Here!
Post by: Bamse on December 27, 2014, 05:13:12 pm
No, a mipmap is to textures what LOD's are to models - Reducing levels of detail that deteriorate over distance. Not using mipmaps gives you that grainy effect when viewing items from any sort of distance.

You should be able to generate fresh mipmaps when exporting your dds file - I know you can in GIMP, and I assume you can in PS as well.

Yeah i guess so aswell, since iv Heard it works with Gimp, but i have no clue how to do it with PS
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on December 27, 2014, 09:59:40 pm
Save it as dds again and save with mipmap
Title: Re: Have a question about Modding? Ask Here!
Post by: Bamse on December 27, 2014, 10:05:55 pm
Hmm it do not seem to work, The mipmap is not being updated, that will say the "Visla_n" file. if that is what you with mipmap, Im editing the Visla.dds but the Visla_n.dds file is the one id like to edit, since its apperance is not the same as the visla.dds anymore
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on December 27, 2014, 11:58:46 pm
OOOOOOOOOOOH YOU MEAN NORMAL MAP? (Sry caps) oh, you can use smart-normal to make a new normal map (n.dds file) or the other programs
Title: Re: Have a question about Modding? Ask Here!
Post by: SamTheZamER on December 28, 2014, 01:19:50 am
You know when your Team wins or loses a game of Battle and a certain song plays and you spawn in for the next round. Anyone know where I can find that? I've checked the " Music " file and the " Sounds " file and have not found anything that would seem like it would be it
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on December 28, 2014, 01:46:41 am
You know when your Team wins or loses a game of Battle and a certain song plays and you spawn in for the next round. Anyone know where I can find that? I've checked the " Music " file and the " Sounds " file and have not found anything that would seem like it would be it

Sounds folder -> win1.ogg (France)
Title: Re: Have a question about Modding? Ask Here!
Post by: SamTheZamER on December 28, 2014, 03:02:02 am
Thanks as always Navy
Title: Re: Have a question about Modding? Ask Here!
Post by: Bamse on December 28, 2014, 12:35:20 pm
OOOOOOOOOOOH YOU MEAN NORMAL MAP? (Sry caps) oh, you can use smart-normal to make a new normal map (n.dds file) or the other programs

Care to explain a bit more detailed? xD

I use Photoshop btw, and i have the dds plugin so i can use and edit the dds files :)
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on December 28, 2014, 07:26:23 pm
Uh, well what you want is the normal map right? The purple-ish texture that gives the texture some depth, right? If that's so then get smart-normal: its a seperate plug in for adobe, you can then export the texture that needs the normal made into a png file or jpg, then import it into smart normal and export with the same name (dont edit the export name) import that into photoshop and then export as dds with it's proper file name
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on December 28, 2014, 10:57:10 pm
Thanks as always Navy
No problem, anytime.  :D
I'm glad to share my acquired knowledge of modding. Hands-on project making does that.
Title: Re: Have a question about Modding? Ask Here!
Post by: OttoFIN on December 31, 2014, 12:06:05 pm
This has probadly been asked way too many times but, what program do you need to add or edit animations in NW and is there some kind of tutorial?
Title: Re: Have a question about Modding? Ask Here!
Post by: BNS Marko on December 31, 2014, 04:11:00 pm
The best way to do it is Blender. It's free.

Also you will need the Blender SMD plugin - https://developer.valvesoftware.com/wiki/Blender_Source_Tools

And there are some tutorials like this (http://forums.taleworlds.com/index.php/topic,125282.0.html) or this (http://forums.taleworlds.com/index.php/topic,88430.0.html)

Title: Re: Have a question about Modding? Ask Here!
Post by: OttoFIN on January 01, 2015, 12:27:53 pm
The best way to do it is Blender. It's free.

Also you will need the Blender SMD plugin - https://developer.valvesoftware.com/wiki/Blender_Source_Tools

And there are some tutorials like this (http://forums.taleworlds.com/index.php/topic,125282.0.html) or this (http://forums.taleworlds.com/index.php/topic,88430.0.html)
Cheers, I hope I can keep my patience at learning to make these animations.
Title: Re: Have a question about Modding? Ask Here!
Post by: Crayon on January 04, 2015, 10:57:25 pm
My question is a simple one.

How do I change the splash loading screen?
Also, can I have more than one to alternate?

Thank you.
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on January 04, 2015, 11:01:09 pm
My question is a simple one.

How do I change the splash loading screen?
Also, can I have more than one to alternate?

Thank you.
Loadscreen.dds Texture
The second question I am not sure.
Title: Re: Have a question about Modding? Ask Here!
Post by: Crayon on January 05, 2015, 03:03:15 am
Thanks chief.
 ;)

One more if you will. How do I change the separate text (quotes) that appear on the splash screen?
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on January 05, 2015, 06:35:39 am
Thanks chief.
 ;)

One more if you will. How do I change the separate text (quotes) that appear on the splash screen?
If you mean the loading screen. Such as Loading Textures to Sharpening Swords. That is possible. in the languages folder then the en(glish) folder you can edit the ui, uimain excel spreadsheets of text.
Title: Re: Have a question about Modding? Ask Here!
Post by: OttoFIN on January 05, 2015, 11:19:41 am
The best way to do it is Blender. It's free.

Also you will need the Blender SMD plugin - https://developer.valvesoftware.com/wiki/Blender_Source_Tools

And there are some tutorials like this (http://forums.taleworlds.com/index.php/topic,125282.0.html) or this (http://forums.taleworlds.com/index.php/topic,88430.0.html)
I started downloading some stuff from this tutorial: http://forums.taleworlds.com/index.php/topic,125282.0.html and I seem to have downloaded some skeletons, any idea where do I put them?
Title: Re: Have a question about Modding? Ask Here!
Post by: BNS Marko on January 05, 2015, 12:35:44 pm
It would be the best if you just exported a skeleton from skeletons.brf, or exported an animation, then imported it into Blender and messed around with it.
What kind of an animation do you want to create?
Title: Re: Have a question about Modding? Ask Here!
Post by: OttoFIN on January 05, 2015, 03:30:33 pm
It would be the best if you just exported a skeleton from skeletons.brf, or exported an animation, then imported it into Blender and messed around with it.
What kind of an animation do you want to create?
I was thinking about right-swing animation but I'm new to this.

EDIT: Or a death animation, just one thats more easier.
Title: Re: Have a question about Modding? Ask Here!
Post by: EdwardTheGreat on January 08, 2015, 09:18:56 pm
How do you get rid of the black box around the shako badge when you edit it?
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on January 08, 2015, 09:47:30 pm
How do you get rid of the black box around the shako badge when you edit it?
I'm no modeler/texture-er but isn't something to do with transparency on the bump or spec maps?
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on January 09, 2015, 03:08:47 am
How do you get rid of the black box around the shako badge when you edit it?
I'm no modeler/texture-er but isn't something to do with transparency on the bump or spec maps?
NOPE, close. In the dds there are layers, rgb and alpha layers. You need to edit the alpha layer in photoshop and then save. Thats how you get the transperancy.
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on January 09, 2015, 07:46:11 pm
Ah yes, layers
Title: Re: Have a question about Modding? Ask Here!
Post by: EdwardTheGreat on January 09, 2015, 09:13:07 pm
How do you get rid of the black box around the shako badge when you edit it?
I'm no modeler/texture-er but isn't something to do with transparency on the bump or spec maps?
NOPE, close. In the dds there are layers, rgb and alpha layers. You need to edit the alpha layer in photoshop and then save. Thats how you get the transperancy.

I do not get it. So do it take what I edited in the RGB layer and cut/paste it into the Alpha layer?
Title: Re: Have a question about Modding? Ask Here!
Post by: Chosen1 on January 16, 2015, 11:25:02 pm
how do i creat mod
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on January 17, 2015, 12:30:29 am
how do i creat mod
You download the source code module system
NW MS
www.fsegames.eu/mb_warband_napoleonic_wars_source_1104.zip

You make a fresh copy of Napoleonic Wars mod folder

You edit the copy little by little with hands on learning and studying

You turn what was a copy of NW into a total conversion mod

You always seek to learn more and to ask questions along the way

You prepare to spend countless hours juggling real life (i.e. school) and modding sessions together

You put forth dedication, loyalty, passion to create a modification.

You only need to look at War of 1812's main thread to know the above is true.


Were you expecting a non-serious answer? Well just for kicks:

tl;dr version
Spoiler
gib effort
[close]
Title: Re: Have a question about Modding? Ask Here!
Post by: Betaknight on January 17, 2015, 04:04:09 pm
How do you get rid of the black box around the shako badge when you edit it?
I'm no modeler/texture-er but isn't something to do with transparency on the bump or spec maps?
NOPE, close. In the dds there are layers, rgb and alpha layers. You need to edit the alpha layer in photoshop and then save. Thats how you get the transperancy.

I do not get it. So do it take what I edited in the RGB layer and cut/paste it into the Alpha layer?
Ah yes, I forgot the edited dds file is already saved without an alpha, grab the original dds file and copy paste the rgb and edit the alpha in the original dds and save it as a modified file, sorry for the late response, been quite busy.
Title: Re: Have a question about Modding? Ask Here!
Post by: gesha17 on January 20, 2015, 12:30:18 am
How can i make my server accept the changes that are made on the mod and not kick me.
Title: Re: Have a question about Modding? Ask Here!
Post by: DanyEle on January 20, 2015, 10:02:05 am
When applying client-side changes, you need to upload the mod itself to your server too.
Title: Re: Have a question about Modding? Ask Here!
Post by: Ivkolya on February 15, 2015, 03:24:07 am
Hi all, tell me please, how can I change splash screen image?
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on February 15, 2015, 03:53:01 am
Hi all, tell me please, how can I change splash screen image?
the main.bmp file in the Napoleonic Wars mod folder.
Title: Re: Have a question about Modding? Ask Here!
Post by: Ivkolya on February 15, 2015, 04:38:28 pm
Thank's a lot! :)
Title: Re: Have a question about Modding? Ask Here!
Post by: Ivkolya on February 16, 2015, 04:31:46 pm
It's me again:)
Is it possible - to change structure of squad in Commander Battle mode - if I want, as  example, not 1 officer and privates, but 1 officer, 1 colourbearer, 1 sergeant and privates? Or at least make a sergeant instead of an officer?

And how can I import/export model of horse in 3Ds Max? I tried 2009 and 2010 - always error:(

And, by the way, is it possible to make artillery train with 6 horses?
Title: Re: Have a question about Modding? Ask Here!
Post by: BlackNight on April 29, 2015, 02:20:05 pm
Hey i was wondering where can i finde mm_tree_pine_snow..etc... models?
I have found only tree_f but no trees in there :P
Title: Re: Have a question about Modding? Ask Here!
Post by: Grozni on April 29, 2015, 02:45:01 pm
Hey i was wondering where can i finde mm_tree_pine_snow..etc... models?
I have found only tree_f but no trees in there :P

In module system, file module_scene_props.py search for "mm_tree_pine",
and you will see lines like this one:
("mm_tree_pine_snowy1" ,sokf_handle_as_flora,"mm_pine1s" ,"bo_tree_snowy_a" , []),
Where first item is name of scene prop as shown in text editor, second is for flags, third one is name of model, fourth one is name of collision model.
Then use OpenBRF's "Find in modules" tool to search for models (by typing in name of model) wherever in module system they are.

Search is live, which means you get results as you type, so typing "mm_pine" will give you links to all the models, materials and textures whos name starts with mm_pine. For "Find in modules" to work properly you first need to point OpenBRF to a proper module folder, this is done by simple opening any .brf file in correct module's Resource directory.
Title: Re: Have a question about Modding? Ask Here!
Post by: Heliod on May 21, 2015, 11:45:03 am
he just a question how to make a own custom arty in this game.
Title: Re: Have a question about Modding? Ask Here!
Post by: TheRedRedcoat on May 29, 2015, 06:51:35 am
How do you create a custom flag (as in like the ensign the flag bearer carries)
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on May 29, 2015, 10:56:59 pm
How do you create a custom flag (as in like the ensign the flag bearer carries)
openBRF -> mm_colours.brf for the flagpole and the colour attached mesh.

In Textures folder you want to edit the Colours.dds (Colours2-3.dds for the British flags)
Title: Re: Have a question about Modding? Ask Here!
Post by: Kaasovic on June 03, 2015, 02:27:28 pm
I have a little problem with my server mod.

I can't check conditions because "@string" is showing up wrong.

Code
(eq, s0, "@cheer"),
do stuff

however if I try to display "@cheer" using (display_message, "@cheer")
It will show up as "Centre Inf" in chat.

Is this a bug?
Any fixes, suggestions, workarounds are more then welcome.
Title: Re: Have a question about Modding? Ask Here!
Post by: Grozni on June 04, 2015, 04:04:08 pm
I have a little problem with my server mod.

I can't check conditions because "@string" is showing up wrong.

Code
(eq, s0, "@cheer"),
do stuff

however if I try to display "@cheer" using (display_message, "@cheer")
It will show up as "Centre Inf" in chat.

Is this a bug?
Any fixes, suggestions, workarounds are more then welcome.

I don't think you can use "@dynamic strings" for more complex stuff like comparing them in eq operation, at least that never worked for me iirc. Dynamic strings are just for storing strings, and operations which deal with strings like displaying message. If you say what you wanted to achieve by comparing the string I could probably give you a better solution.

Also dynamic strings seem to be completely client side, which is what caused your bug when trying to echo the message from a native client. If you want to be sure your server side string is visible to all clients you have to add your custom entries in module_strings.py like this:

("cheer", "This is the cheering message!"),

or

("cheer", "All cheer {s6}!"), #if you stored player's name in s6 prior to calling this string

and then call it with str_cheer. Maybe even this would work (eq, s0, str_cheer), if you do it on server side but can't promise that.

Oh and if you want to show string in those huge admin chat letters at top of screen, in my experience this worked only by replacing an existing string, adding new ones won't work.

There is a lot of stuff you should consider when making server side mod, you need good understanding of what is server and what is client side in code, otherwise you'll end up with a lot of weird bugs.
Title: Re: Have a question about Modding? Ask Here!
Post by: Kaasovic on June 04, 2015, 04:15:33 pm
Ye I tried this method, it fucked up the game horrible.

I'm trying with button presses now.
Title: Re: Have a question about Modding? Ask Here!
Post by: Grozni on June 04, 2015, 04:21:23 pm
Since methods worked for me as server modification alone, you must have done something wrong to "fuck up the game horribly".

Button presses will not work in million years, they are client side. Unless you make a special client modification just for those who will use the server feature.
Title: Re: Have a question about Modding? Ask Here!
Post by: Kaasovic on June 04, 2015, 04:30:01 pm
Ah ye I see,

Well time to take a different approach, thanks btw
Title: Re: Have a question about Modding? Ask Here!
Post by: Alistair on June 05, 2015, 08:48:18 am
How do I edit a Spec map without it going black when I view it in the brf?

I use paint. Net to edit textures but when I do it for a specmap the texture doesn't view properly in the brf. Am I using the wrong editor? It works fine in game.

Any help is greatly appreciated. :) Thank you.
Title: Re: Have a question about Modding? Ask Here!
Post by: Frederik on June 05, 2015, 11:16:25 am
Openbrf is bugged and makes every bumbmap black. You can take away the tick at show bumpmap to make any other part oft the Textur visible
Title: Re: Have a question about Modding? Ask Here!
Post by: Parrot on June 05, 2015, 12:12:18 pm
Openbrf is bugged and makes every bumbmap black. You can take away the tick at show bumpmap to make any other part oft the Textur visible

normal maps needs to be saved in DXT1, then they'll work properly in openbrf. There's also no reason to save them in any other format.
Title: Re: Have a question about Modding? Ask Here!
Post by: Kaasovic on June 05, 2015, 05:39:14 pm
I have problems with comparing strings with eachother..

Code
				(try_begin),
(eq, "str_s0", "str_cheer"), #str_s0 =  ("s0", "{!}{s0}"), and str_cheer = ("cheer","{!}cheer"),
(agent_set_animation, ":agent", "anim_cheer"),
(else_try),

The comparison seems to fail every time.
Is there no way to compare strings with each other?
Help is much appreciated.
Title: Re: Have a question about Modding? Ask Here!
Post by: Alistair on June 06, 2015, 10:00:56 am
Openbrf is bugged and makes every bumbmap black. You can take away the tick at show bumpmap to make any other part oft the Textur visible

normal maps needs to be saved in DXT1, then they'll work properly in openbrf. There's also no reason to save them in any other format.

DXT1? But they are normally .dds. I'll give it a try though.
Title: Re: Have a question about Modding? Ask Here!
Post by: Alistair on June 07, 2015, 12:24:42 am
It worked. Thanks so much!  ;D
Title: Re: Have a question about Modding? Ask Here!
Post by: Cadaeron on June 07, 2015, 10:12:39 pm
How can i modify the oppening direction of doors?

EDIT: I know it now. (look for "doors" -> http://forums.taleworlds.com/index.php?topic=228008.0)
Title: Re: Have a question about Modding? Ask Here!
Post by: Caps on June 14, 2015, 09:55:08 pm
how can you change the buttons in your mod kaasovic

so that i can have the spyglass mod on f instead of b

Title: Re: Have a question about Modding? Ask Here!
Post by: Kaasovic on June 15, 2015, 11:15:08 am
how can you change the buttons in your mod kaasovic

so that i can have the spyglass mod on f instead of b

It might be kinda complicated but,

look for this line (in the mission_templates.txt file you downloaded):
Quote
0.000000 0.000000 0.000000  1 71 1 48  6 2147484551 1 41 1 1 196 2133 2 1224979098644774912 72057594037927936 1712 1 1224979098644774912 1702 1 1224979098644774912 900 1 41

The number in red, 48, is the number for the key you have to press.

If you want it changed pick a key from the following list:
Spoiler
key_1 = 0x02
key_2 = 0x03
key_3 = 0x04
key_4 = 0x05
key_5 = 0x06
key_6 = 0x07
key_7 = 0x08
key_8 = 0x09
key_9 = 0x0a
key_0 = 0x0b
key_a = 0x1e
key_b = 0x30
key_c = 0x2e
key_d = 0x20
key_e = 0x12
key_f = 0x21
key_g = 0x22
key_h = 0x23
key_i = 0x17
key_j = 0x24
key_k = 0x25
key_l = 0x26
key_m = 0x32
key_n = 0x31
key_o = 0x18
key_p = 0x19
key_q = 0x10
key_r = 0x13
key_s = 0x1f
key_t = 0x14
key_u = 0x16
key_v = 0x2f
key_w = 0x11
key_x = 0x2d
key_y = 0x15
key_z = 0x2c
key_numpad_0 = 0x52
key_numpad_1 = 0x4f
key_numpad_2 = 0x50
key_numpad_3 = 0x51
key_numpad_4 = 0x4b
key_numpad_5 = 0x4c
key_numpad_6 = 0x4d
key_numpad_7 = 0x47
key_numpad_8 = 0x48
key_numpad_9 = 0x49
key_num_lock        = 0x45
key_numpad_slash    = 0xb5
key_numpad_multiply = 0x37
key_numpad_minus    = 0x4a
key_numpad_plus     = 0x4e
key_numpad_enter    = 0x9c
key_numpad_period   = 0x53
key_insert    = 0xd2
key_delete    = 0xd3
key_home      = 0xc7
key_end       = 0xcf
key_page_up   = 0xc9
key_page_down = 0xd1
key_up      = 0xc8
key_down    = 0xd0
key_left    = 0xcb
key_right   = 0xcd
key_f1  = 0x3b
key_f2  = 0x3c
key_f3  = 0x3d
key_f4  = 0x3e
key_f5  = 0x3f
key_f6  = 0x40
key_f7  = 0x41
key_f8  = 0x42
key_f9  = 0x43
key_f10 = 0x44
key_f11 = 0x57
key_f12 = 0x58
key_space         = 0x39
key_escape        = 0x01
key_enter         = 0x1c
key_tab           = 0x0f
key_back_space    = 0x0e
key_open_braces   = 0x1a
key_close_braces  = 0x1b
key_comma         = 0x33
key_period        = 0x34
key_slash         = 0x35
key_back_slash    = 0x2b
key_equals        = 0x0d
key_minus         = 0x0c
key_semicolon     = 0x27
key_apostrophe    = 0x28
key_tilde         = 0x29
key_caps_lock     = 0x3a
key_left_shift     = 0x2a
key_right_shift    = 0x36
key_left_control   = 0x1d
key_right_control  = 0x9d
key_left_alt       = 0x38
key_right_alt      = 0xb8
key_left_mouse_button   = 0xe0
key_right_mouse_button  = 0xe1
key_middle_mouse_button = 0xe2
key_mouse_button_4      = 0xe3
key_mouse_button_5      = 0xe4
key_mouse_button_6      = 0xe5
key_mouse_button_7      = 0xe6
key_mouse_button_8      = 0xe7
key_mouse_scroll_up     = 0xee
key_mouse_scroll_down   = 0xef
key_xbox_a              = 0xf0
key_xbox_b              = 0xf1
key_xbox_x              = 0xf2
key_xbox_y              = 0xf3
key_xbox_dpad_up        = 0xf4
key_xbox_dpad_down      = 0xf5
key_xbox_dpad_right     = 0xf6
key_xbox_dpad_left      = 0xf7
key_xbox_start          = 0xf8
key_xbox_back           = 0xf9
key_xbox_rbumber        = 0xfa
key_xbox_lbumber        = 0xfb
key_xbox_ltrigger       = 0xfc
key_xbox_rtrigger       = 0xfd
key_xbox_rstick         = 0xfe     
key_xbox_lstick         = 0xff
[close]

Then use this Hex to Dec converter: http://www.binaryhexconverter.com/decimal-to-hex-converter
Enter the key number you want to use (the 0xnn combination after the = char).
Change the 48 with the number the converter gave.

You have to repeat this process a couple of times. For each gamemode you have to change the number

this is the cheer code line:
Quote
0.000000 0.000000 0.000000  1 71 1 47  3 6 3 72057594037927936 0 500 393 2 0 216172782113784584 3 0

If you need any further assistance, just reply to me ;)
Title: Re: Have a question about Modding? Ask Here!
Post by: Caps on June 15, 2015, 11:58:13 pm
mhhh thx cuz if you got f key for example u can double tap to do faints
Title: Re: Have a question about Modding? Ask Here!
Post by: Kaasovic on June 16, 2015, 11:56:51 pm
mhhh thx cuz if you got f key for example u can double tap to do faints

Ye its good to trick enemies
Title: Re: Have a question about Modding? Ask Here!
Post by: Cadaeron on June 20, 2015, 06:25:25 pm
I have tried to modify a texture (changed two parts that were only different in colour – silver and gold). But now they don't shine anymore (=matt). How can i improve this?
Title: Re: Have a question about Modding? Ask Here!
Post by: Earth Bby on June 20, 2015, 06:32:10 pm
I have tried to modify a texture (changed two parts that were only different in colour – silver and gold). But now they don't shine anymore (=matt). How can i improve this?

Make sure you have a specular map, its usually the textures name with an _s after it. Keep in mind its a greyscale, the lighter the brighter.


Title: Re: Have a question about Modding? Ask Here!
Post by: Caps on June 20, 2015, 10:13:44 pm
how can u spam c (like or that ur caracter can always say the "f1 - f1" orders and so that other players hear that aswell?)
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on June 21, 2015, 03:21:22 am
If I recall correctly, the officer class can shout a warcry/F key command more often than a ranker.
Title: Re: Have a question about Modding? Ask Here!
Post by: Caps on June 21, 2015, 02:00:00 pm
thx
Title: Re: Have a question about Modding? Ask Here!
Post by: Cadaeron on June 21, 2015, 04:35:35 pm
I have tried to modify a texture (changed two parts that were only different in colour – silver and gold). But now they don't shine anymore (=matt). How can i improve this?

Make sure you have a specular map, its usually the textures name with an _s after it. Keep in mind its a greyscale, the lighter the brighter.

Thank you for that reply. I have spotted the error now: I choosed wrong coefficients in the material file (5 instead of 25 in this "GB Spek." thing).
Title: Re: Have a question about Modding? Ask Here!
Post by: Conway on June 23, 2015, 02:12:21 am
How do you change nation names? I change it in module_factions but it does not work.
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on June 23, 2015, 11:55:44 pm
How do you change nation names? I change it in module_factions but it does not work.
Inisde the Napoleonic Wars folder -> languages folder -> en folder -> factions Excel file
Title: Re: Have a question about Modding? Ask Here!
Post by: Conway on June 24, 2015, 02:02:53 am
<3
Title: Re: Have a question about Modding? Ask Here!
Post by: wiener_snitzel on June 26, 2015, 01:58:13 am
I have been messing around with skins and model a bit the last weeks.
But every time i add a new model or skin to Napoleonic Wars its has no shadows ingame does anybody know why?
i put Textures into textures fodler and in the french uniforms brf and also put them in to mmtextures and mmmartirails?

Sorry for bad grammar
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on June 26, 2015, 02:53:17 am
You may have the option for shadows off in-game. That sounds like a very peculiar minor issue otherwise.
Title: Re: Have a question about Modding? Ask Here!
Post by: Frederik on June 26, 2015, 02:58:47 am
do you change the .brf? ifyes, you have to assign a shader to the material.
Title: Re: Have a question about Modding? Ask Here!
Post by: wiener_snitzel on June 26, 2015, 07:18:45 pm
ok. I guess thats the problem. Its says its assign to "simple_Shader"
but i dont know if that is right.
How do i assign a shader to the material. :) ?
Title: Re: Have a question about Modding? Ask Here!
Post by: Gokiller on June 26, 2015, 08:05:40 pm
By simply changing the name of the shader, where currently is standing "simple_shader" in the brf...
Title: Re: Have a question about Modding? Ask Here!
Post by: wiener_snitzel on June 26, 2015, 11:00:00 pm
okay thank you very much, helped alot :=)
Title: Re: Have a question about Modding? Ask Here!
Post by: The Mighty McLovin on June 27, 2015, 06:08:16 pm
For my mod, I was editting the plume texture. I made a new plume texture and editted one of them. Why does the background turn black and it looks horrible. How do I fix this?

Here is an example of it open in OpenBRF, attached to my hat:

Spoiler
(https://i.imgur.com/PLDzHbS.jpg)
[close]
Title: Re: Have a question about Modding? Ask Here!
Post by: Parrot on June 27, 2015, 06:45:51 pm
For my mod, I was editting the plume texture. I made a new plume texture and editted one of them. Why does the background turn black and it looks horrible. How do I fix this?

The texture you were editing has a transparent background (alpha channels), in this case you've saved the texture without saving the transparency. Opening the .dds files in photoshop can also do this, it changes the transparent sections of the texture to black rather than keeping them in their original state.
Title: Re: Have a question about Modding? Ask Here!
Post by: The Mighty McLovin on June 27, 2015, 07:22:50 pm
For my mod, I was editting the plume texture. I made a new plume texture and editted one of them. Why does the background turn black and it looks horrible. How do I fix this?

The texture you were editing has a transparent background (alpha channels), in this case you've saved the texture without saving the transparency. Opening the .dds files in photoshop can also do this, it changes the transparent sections of the texture to black rather than keeping them in their original state.

But the background is still transparent.
Title: Re: Have a question about Modding? Ask Here!
Post by: OttoFIN on June 29, 2015, 12:34:59 pm
How to move AI meshes while mapping?
Title: Re: Have a question about Modding? Ask Here!
Post by: Grozni on June 29, 2015, 12:41:15 pm
How to move AI meshes while mapping?

This will probably help: http://forums.taleworlds.com/index.php?topic=61126.0
Title: Re: Have a question about Modding? Ask Here!
Post by: The Mighty McLovin on June 29, 2015, 01:49:43 pm
Is there not an answer to my question or is there a tutorial on how to re-colour plume?
Title: Re: Have a question about Modding? Ask Here!
Post by: Grozni on June 29, 2015, 02:04:41 pm
For my mod, I was editting the plume texture. I made a new plume texture and editted one of them. Why does the background turn black and it looks horrible. How do I fix this?

The texture you were editing has a transparent background (alpha channels), in this case you've saved the texture without saving the transparency. Opening the .dds files in photoshop can also do this, it changes the transparent sections of the texture to black rather than keeping them in their original state.

But the background is still transparent.

It is more likely that you will get an answer if you put some more effort into your writing. Parrot gave you enough clues. What do you mean by "But the background is still transparent"? That it seems to be transparent in photoshop? Which program do you ues to edit textures, photoshop, gimp, something else?

Iirc in gimp you should export dds with some specific settings to make transparency work, but I didn't touch texturing in a long time. Try exporting the texture as DDS DXT5 with "weight by alpha" and "generate mip maps" ticked.
Title: Re: Have a question about Modding? Ask Here!
Post by: Grozni on June 29, 2015, 02:06:09 pm
Oh wait, you meant to say transparency works, but the texture itself is black? If that is the case it is probably just openBRF bug, try it ingame see if it is black in the game itself.
Title: Re: Have a question about Modding? Ask Here!
Post by: OttoFIN on June 29, 2015, 02:38:46 pm
How to move AI meshes while mapping?
This will probably help: http://forums.taleworlds.com/index.php?topic=61126.0
Odd... I still didn't find an anwser to my question.
Title: Re: Have a question about Modding? Ask Here!
Post by: Grozni on June 29, 2015, 02:57:11 pm
How to move AI meshes while mapping?
This will probably help: http://forums.taleworlds.com/index.php?topic=61126.0
Odd... I still didn't find an anwser to my question.

Ok.. I never worked with AI meshes but I turned on scene editor just to see, it turned out to be easy.

Click Edit AI Mesh button to enter AI mesh editing mode, then select Face Mode button. After that you can right click the face to have a whole face selected and you can move it or rotate it around with usual key shortcuts, which is the answer to what I think your question was.
Title: Re: Have a question about Modding? Ask Here!
Post by: GerRagnar on June 29, 2015, 10:03:12 pm
How do I transfer specific parts of a unit onto another, a hat for example?

I want to edit some units so that they have another hat like the Guard Infantry of prussia.
The 6te Garde using a custom skin where the Guard Infantry of prussia got the russian grenadiers hat:

Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.bilder-hochladen.net%2Ffiles%2Fj0de-u-3417.jpg&hash=ac832bcbd24eb171794135c274d1523afb9bab53)
[close]

how do I transfer these files, if I want to change the helmets/hats of units?
Title: Re: Have a question about Modding? Ask Here!
Post by: Caps on June 30, 2015, 11:24:48 am
How do I transfer specific parts of a unit onto another, a hat for example?

I want to edit some units so that they have another hat like the Guard Infantry of prussia.
The 6te Garde using a custom skin where the Guard Infantry of prussia got the russian grenadiers hat:

Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.bilder-hochladen.net%2Ffiles%2Fj0de-u-3417.jpg&hash=ac832bcbd24eb171794135c274d1523afb9bab53)
[close]

how do I transfer these files, if I want to change the helmets/hats of units?

well  u just need to copy -> rename -> replace (open brf)

got pretty similar question.. how can i turn the cav shakos so that they fit on infantry then?
Title: Re: Have a question about Modding? Ask Here!
Post by: GerRagnar on June 30, 2015, 03:56:59 pm
How do I transfer specific parts of a unit onto another, a hat for example?

I want to edit some units so that they have another hat like the Guard Infantry of prussia.
The 6te Garde using a custom skin where the Guard Infantry of prussia got the russian grenadiers hat:

Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.bilder-hochladen.net%2Ffiles%2Fj0de-u-3417.jpg&hash=ac832bcbd24eb171794135c274d1523afb9bab53)
[close]

how do I transfer these files, if I want to change the helmets/hats of units?

well  u just need to copy -> rename -> replace (open brf)

got pretty similar question.. how can i turn the cav shakos so that they fit on infantry then?


Ok I got it thanks! but how do I route the replaced skin to a new texture file since I want to change the colour of it only for the new unit?

Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fimages.akamai.steamusercontent.com%2Fugc%2F689397860724015305%2F78A579585033E3DBE0291B99BB21A7C22EF9AB88%2F&hash=8bfd6a4bc491ff0c1d3f8fdcae20b1279acab47d)
[close]
Title: Re: Have a question about Modding? Ask Here!
Post by: Caps on June 30, 2015, 10:36:21 pm
u write the name in materials

import a material
and a texture
(like and select in both ur texture)

at least thats how i do it.... :S i missing something though cuz ingame the uniforms r missing shade
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on July 03, 2015, 08:50:13 pm
Hi guys. Just a small stupid problem  :). I cant rename factions in my mod. I am using Sourcecode of course. I renamed in module_factions,module strings and its still the same. In game Only that small written text under the original faction name renamed, e.x. it was first French Empire and it changed to Cavaliers. But that damn main name didnt changed  >:( . How to fix?
Title: Re: Have a question about Modding? Ask Here!
Post by: Kaasovic on July 03, 2015, 09:22:15 pm
How do you change nation names? I change it in module_factions but it does not work.
Inisde the Napoleonic Wars folder -> languages folder -> en folder -> factions Excel file
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on July 03, 2015, 10:38:24 pm
That Excel file can be edited in Notepad by the way, with right clicking it, then selecting Edit.
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on July 04, 2015, 11:48:06 am
That was simple. Thanks  ;)
Title: Re: Have a question about Modding? Ask Here!
Post by: Intel Guardian on July 04, 2015, 02:42:58 pm
Hey, I was wondering, is there any way to give the 33rd officer a different hat from the rankers?
Title: Re: Have a question about Modding? Ask Here!
Post by: Earth Bby on July 04, 2015, 02:49:25 pm
Hey, I was wondering, is there any way to give the 33rd officer a different hat from the rankers?

Yes

If you want to remove the hats from British_hats.brf and place them in the ummm british_uniforms.brf you will need to roto them likeeeeee   https://i.gyazo.com/6cbdf536f9f09d212b5ef4c15ca6693b.png

you'll have to keep checking but place it/move it to the where you want the hat to be, make sure it's named the same as the unit e.g 33rd_Ranker.1 not just 33rd_shako. GL
Title: Re: Have a question about Modding? Ask Here!
Post by: The Mighty McLovin on July 06, 2015, 05:30:59 pm
For my mod, I was editting the plume texture. I made a new plume texture and editted one of them. Why does the background turn black and it looks horrible. How do I fix this?

The texture you were editing has a transparent background (alpha channels), in this case you've saved the texture without saving the transparency. Opening the .dds files in photoshop can also do this, it changes the transparent sections of the texture to black rather than keeping them in their original state.

But the background is still transparent.

It is more likely that you will get an answer if you put some more effort into your writing. Parrot gave you enough clues. What do you mean by "But the background is still transparent"? That it seems to be transparent in photoshop? Which program do you ues to edit textures, photoshop, gimp, something else?

Iirc in gimp you should export dds with some specific settings to make transparency work, but I didn't touch texturing in a long time. Try exporting the texture as DDS DXT5 with "weight by alpha" and "generate mip maps" ticked.

I'm sorry if I haven't described it enough.

I edited it in paint.net, and the background is transparent. I did what you said an in-game it appears white like this and doesn't appear when I look down at myself. Here is some examples:

Spoiler
(https://i.imgur.com/jBCx1gxl.png)
[close]
Spoiler
(https://i.imgur.com/Xk5Aiv7l.png)
[close]
Title: Re: Have a question about Modding? Ask Here!
Post by: Earth Bby on July 07, 2015, 08:44:00 pm
1 have you made the material have a alpha channel? 2nd have you made sure the name is linked correctly, eg plume_texture_1 is consistent within the material not Plumetexture_1, it's an easy mistake. OR you've not moved the texture in the right spot, i've done it XD you make it and save it in downloads and not Nap Wars  ::)
Title: Re: Have a question about Modding? Ask Here!
Post by: The Mighty McLovin on July 08, 2015, 09:11:50 pm
1 have you made the material have a alpha channel? 2nd have you made sure the name is linked correctly, eg plume_texture_1 is consistent within the material not Plumetexture_1, it's an easy mistake. OR you've not moved the texture in the right spot, i've done it XD you make it and save it in downloads and not Nap Wars  ::)

What do you mean by alpha channel on material?

Can I not make another plume texture?
Title: Re: Have a question about Modding? Ask Here!
Post by: Earth Bby on July 08, 2015, 09:53:14 pm
1 have you made the material have a alpha channel? 2nd have you made sure the name is linked correctly, eg plume_texture_1 is consistent within the material not Plumetexture_1, it's an easy mistake. OR you've not moved the texture in the right spot, i've done it XD you make it and save it in downloads and not Nap Wars  ::)

What do you mean by alpha channel on material?

Can I not make another plume texture?

Can I not make another plume texture? ofc you can

The alpha channel is like a cookie cutter, it takes the textures shape and cuts around it leaving a Png image ingame. Let me get some screenies.

Spoiler
(https://i.gyazo.com/2d41d984d094b9c568478ea666b4e6b9.png)
[close]
The black is the part not shown. Pink is shown.

(https://i.gyazo.com/ab8efab589b0b961f04bb3c41a4bd88f.png) make sure your new texture has the right flags, check the old plume material flags and give that new plume texture the same (copy and paste) then it should been transparent around the edges. KEEP IN MIND the alpha channels in this suck they WILL leave a black edge, a way to make it look better (ish) is to 1, give the texture a black outline before hand 2, give it a bump map which helps with edges.

The Alpha channel texture is premade you dont need to make it, once the flags are changed. GL
 
Title: Re: Have a question about Modding? Ask Here!
Post by: Bamse on July 08, 2015, 11:47:20 pm
I have a question about uploading a skin to the Steam Workshop.

I have done many skins and i have thought about uploading them to the Steam Workshop.

Is there any way to do so? and im only talking about skins now, not an entire module.

Title: Re: Have a question about Modding? Ask Here!
Post by: Parrot on July 08, 2015, 11:57:52 pm
Yes

If you want to remove the hats from British_hats.brf and place them in the ummm british_uniforms.brf you will need to roto them likeeeeee   https://i.gyazo.com/6cbdf536f9f09d212b5ef4c15ca6693b.png

you'll have to keep checking but place it/move it to the where you want the hat to be, make sure it's named the same as the unit e.g 33rd_Ranker.1 not just 33rd_shako. GL

An easier way is to right click on the mesh, and select "mount on one bone" then choose the bone "head" and it will rig the hat on the head bone. No need to fiddle about with roto-translate-rescale :P
Title: Re: Have a question about Modding? Ask Here!
Post by: Earth Bby on July 09, 2015, 12:21:20 am
Yes

If you want to remove the hats from British_hats.brf and place them in the ummm british_uniforms.brf you will need to roto them likeeeeee   https://i.gyazo.com/6cbdf536f9f09d212b5ef4c15ca6693b.png

you'll have to keep checking but place it/move it to the where you want the hat to be, make sure it's named the same as the unit e.g 33rd_Ranker.1 not just 33rd_shako. GL

An easier way is to right click on the mesh, and select "mount on one bone" then choose the bone "head" and it will rig the hat on the head bone. No need to fiddle about with roto-translate-rescale :P

cheeky, I know of this but it's better to get in the habbit of knowing the roto scales for placing shit in the future for new people.
Title: Re: Have a question about Modding? Ask Here!
Post by: Parrot on July 09, 2015, 12:24:31 am
cheeky, I know of this but it's better to get in the habbit of knowing the roto scales for placing shit in the future for new people.

True XD ahhh the early days when I'd spend hours trying to roto-trans something into position... now I'm lazy and just use Blender
Title: Re: Have a question about Modding? Ask Here!
Post by: Earth Bby on July 09, 2015, 12:27:50 am
cheeky, I know of this but it's better to get in the habbit of knowing the roto scales for placing shit in the future for new people.

True XD ahhh the early days when I'd spend hours trying to roto-trans something into position... now I'm lazy and just use Blender

Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.quickmeme.com%2Fimg%2Fb1%2Fb174c70a087e1f9d60158926d23a57ea528ac64c30e8daf0df2e73e6b8beec1a.jpg&hash=a20f13f8a81e1963af87f55fc2dbbbfb360dd1e5)
[close]
Title: Re: Have a question about Modding? Ask Here!
Post by: The Mighty McLovin on July 09, 2015, 07:30:18 pm
1 have you made the material have a alpha channel? 2nd have you made sure the name is linked correctly, eg plume_texture_1 is consistent within the material not Plumetexture_1, it's an easy mistake. OR you've not moved the texture in the right spot, i've done it XD you make it and save it in downloads and not Nap Wars  ::)

What do you mean by alpha channel on material?

Can I not make another plume texture?

Can I not make another plume texture? ofc you can

The alpha channel is like a cookie cutter, it takes the textures shape and cuts around it leaving a Png image ingame. Let me get some screenies.

Spoiler
(https://i.gyazo.com/2d41d984d094b9c568478ea666b4e6b9.png)
[close]
The black is the part not shown. Pink is shown.

(https://i.gyazo.com/ab8efab589b0b961f04bb3c41a4bd88f.png) make sure your new texture has the right flags, check the old plume material flags and give that new plume texture the same (copy and paste) then it should been transparent around the edges. KEEP IN MIND the alpha channels in this suck they WILL leave a black edge, a way to make it look better (ish) is to 1, give the texture a black outline before hand 2, give it a bump map which helps with edges.

The Alpha channel texture is premade you dont need to make it, once the flags are changed. GL

Ah, thank you, that worked.

But when I look down at the hat from upwards it turns invisible. Sorry to bother you further.
Title: Re: Have a question about Modding? Ask Here!
Post by: Earth Bby on July 09, 2015, 08:03:40 pm
That's just because the models thin...
Title: Re: Have a question about Modding? Ask Here!
Post by: The Mighty McLovin on July 09, 2015, 08:37:58 pm
That's just because the models thin...

Oh, okay  ;D

EDIT: I actually don't think that is the problem. I re-textured another plume but for some reason this one is see-through. The other one doesn't disappear.
Title: Re: Have a question about Modding? Ask Here!
Post by: Earth Bby on July 09, 2015, 08:50:08 pm
That's just because the models thin...

Oh, okay  ;D

EDIT: I actually don't think that is the problem. I re-textured another plume but for some reason this one is see-through. The other one doesn't disappear.

you not have placed the texture correctly as the Alpha will only see the texture and the rest will be invisible.
Title: Re: Have a question about Modding? Ask Here!
Post by: Pushok on July 09, 2015, 11:07:40 pm
Guys, does anyone know, how do I change Simbirsky regiment pants? I want them to use my texture, but the problem is that musketeer pants mesh is used by all regiments for Russian Empire, when I want to change them only for Simbirsky-ies. It has to done somewhere in scripts, but I do not have any idea what I have to change. Any help, pls?
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on July 10, 2015, 12:50:08 am
Guys, does anyone know, how do I change Simbirsky regiment pants? I want them to use my texture, but the problem is that musketeer pants mesh is used by all regiments for Russian Empire, when I want to change them only for Simbirsky-ies. It has to done somewhere in scripts, but I do not have any idea what I have to change. Any help, pls?
Use openBRF, you can assign custom materials to individual models like pants. Most likely it is not done in scripts but troops file in the source code.
Title: Re: Have a question about Modding? Ask Here!
Post by: Pushok on July 10, 2015, 01:29:50 am
Guys, does anyone know, how do I change Simbirsky regiment pants? I want them to use my texture, but the problem is that musketeer pants mesh is used by all regiments for Russian Empire, when I want to change them only for Simbirsky-ies. It has to done somewhere in scripts, but I do not have any idea what I have to change. Any help, pls?
Use openBRF, you can assign custom materials to individual models like pants. Most likely it is not done in scripts but troops file in the source code.
All inf classes(line, grenadiers and guard) for Russia use the same pants mesh. And I don't have any idea how to "personalise" them pants(
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on July 10, 2015, 01:32:39 am
If all the Russian troops use the same pants mesh then it can only be done as a separate modification. Darn pants sharing.
Title: Re: Have a question about Modding? Ask Here!
Post by: Pushok on July 10, 2015, 10:10:50 am
If all the Russian troops use the same pants mesh then it can only be done as a separate modification. Darn pants sharing.
Damnation. Thanks for help.
Title: Re: Have a question about Modding? Ask Here!
Post by: Mercuri on July 10, 2015, 01:08:09 pm
mmm not really, you can delete in the brf the pants shared by some units and place an invisible object, then add the pants that you want to the coat as a part of the object (.1 .2 .3 ...) for each troop that was using the pants of the begining. Its a hard work but it works xD


An example: The russian dragon pants was used by rusian cavalry and few officers from other nations, so I pasted the invisible object with the pants name (rus_dragoon_pants) but then I need to add the pants as a part of the russian dragoon coat (rus_dragoon_ranker.3)
Spoiler
(https://i.gyazo.com/1618e53882b6fcc641a32b1e8b672885.png)
[close]
You can find the invisible object in mmweapons.brf
Title: Re: Have a question about Modding? Ask Here!
Post by: The Mighty McLovin on July 10, 2015, 05:46:37 pm
Marks, I have made a video of my problem in OpenBRF. And yes, these changes happen in-game.

It should be here when it's processed:

https://www.youtube.com/watch?v=eAX-RDS_9gQ&feature=youtu.be
Title: Re: Have a question about Modding? Ask Here!
Post by: Earth Bby on July 10, 2015, 06:38:07 pm
no idea  :-\
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on July 10, 2015, 07:49:57 pm
If all the Russian troops use the same pants mesh then it can only be done as a separate modification. Darn pants sharing.
Damnation. Thanks for help.
Well the method below may work, sometimes the pants may clip through each other being an attached mesh and assigned pants itm
mmm not really, you can delete in the brf the pants shared by some units and place an invisible object, then add the pants that you want to the coat as a part of the object (.1 .2 .3 ...) for each troop that was using the pants of the begining. Its a hard work but it works xD


An example: The russian dragon pants was used by rusian cavalry and few officers from other nations, so I pasted the invisible object with the pants name (rus_dragoon_pants) but then I need to add the pants as a part of the russian dragoon coat (rus_dragoon_ranker.3)
Spoiler
(https://i.gyazo.com/1618e53882b6fcc641a32b1e8b672885.png)
[close]
You can find the invisible object in mmweapons.brf

Marks, I have made a video of my problem in OpenBRF. And yes, these changes happen in-game.

It should be here when it's processed:

https://www.youtube.com/watch?v=eAX-RDS_9gQ&feature=youtu.be
Damn OpenBRF. Looks like your main hat model, the actual hat is missing. Unless that somehow turned invisible.
Title: Re: Have a question about Modding? Ask Here!
Post by: The Mighty McLovin on July 10, 2015, 08:15:38 pm
Just fixed it by messing around in OpenBRF.

I selected both of the meshes, and clicked Backfacing faces > add (x2 faces) and it worked.
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on July 10, 2015, 08:42:21 pm
Just fixed it by messing around in OpenBRF.

I selected both of the meshes, and clicked Backfacing faces > add (x2 faces) and it worked.
Well good to hear you got it fixed, and that will be useful reference should anyone be looking for a solution to the same problem.
Title: Re: Have a question about Modding? Ask Here!
Post by: Miller786 on July 12, 2015, 09:43:37 pm
So, i'm trying to replace the musket particles so i  added them into particle_systems, deleted the musket fire and smoke effects in scripts.txt and added them under each gun in item_kinds1.txt however they are not showing up in multiplayer, what code should i put for them to show up?
Spoiler
Code
["british_brown_bess", "Infantry Musket", [("brown_bess_musket",0)], itp_cant_use_on_horseback|itp_type_crossbow |itp_merchandise|itp_primary|itp_two_handed|itp_cant_reload_on_horseback|itp_cant_reload_while_moving|itp_next_item_as_melee ,itcf_shoot_musket|itcf_carry_crossbow_back, 
683 , weight(3.5)|difficulty(0)|spd_rtng(23) | shoot_speed(250) | thrust_damage(100 ,pierce)|max_ammo(1)|accuracy(75),imodbits_none, [
    (ti_on_weapon_attack, [
      (multiplayer_is_server),
      (play_sound, "snd_pistol_shot"),
      (position_move_x, 1, -10),
      (position_move_y, pos1, 150),
      (copy_position, 2, 1),
      (position_move_x, 2, -4),
      (position_move_y, pos2, -140),
      (particle_system_burst, "psys_musket_smoke", pos1, 6),
      (particle_system_burst, "psys_musket_longsmoke", pos1, 3),
      (particle_system_burst, "psys_musket_flash", pos1, 1),
      (particle_system_burst, "psys_musket_pansmoke", pos2, 5),
      (particle_system_burst, "psys_pistol_panflash", pos2, 1),
    ]),
   ]],
[close]
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on July 12, 2015, 10:24:48 pm
Why exactly would you remove the musket fire and smoke effects from scripts? And then move the module_particle_systems snippet to the item code? That seems to be why you do not get them in-game yet. Keep the code from scripts in scripts and keep the code from module_particle_systems in the module_particles_system file. You should only need to modify the code in module_particle_systems instead to change the musket particles. Adding the particles code to an item in module_items may not work the same way.
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on July 12, 2015, 11:38:16 pm
Im just wondering how to put old NW grass again to use. I have new grass, but it causes problems, so i want to make that old work  :D
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on July 12, 2015, 11:41:49 pm
Im just wondering how to put old NW grass again to use. I have new grass, but it causes problems, so i want to make that old work  :D
To answer your question whatever the new grass is, if it is a texture file should be easily replaced with NW's old texture file if you know the name of the Texture. Probably terrain_grassy.dds?




Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on July 12, 2015, 11:45:07 pm
terrain_grassy is not grass. I just want to bring back old grass, not changing textures.
Title: Re: Have a question about Modding? Ask Here!
Post by: Miller786 on July 12, 2015, 11:48:26 pm
Why exactly would you remove the musket fire and smoke effects from scripts? And then move the module_particle_systems snippet to the item code? That seems to be why you do not get them in-game yet. Keep the code from scripts in scripts and keep the code from module_particle_systems in the module_particles_system file. You should only need to modify the code in module_particle_systems instead to change the musket particles. Adding the particles code to an item in module_items may not work the same way.
they do not show up correctly ingame if i only modify the particle system, i removed the code about fire and smoke musket effects in scripts.txt and added the code under the guns in item kinds because i dont understand how to implement that code in scripts.txt, aside that my main problem is that the particles show up in custom battles only and not in multiplayer
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on July 12, 2015, 11:59:21 pm
terrain_grassy is not grass. I just want to bring back old grass, not changing textures.
What do you mean by bring back old grass? Re-adding old grass meshes in BRF files?
Why exactly would you remove the musket fire and smoke effects from scripts? And then move the module_particle_systems snippet to the item code? That seems to be why you do not get them in-game yet. Keep the code from scripts in scripts and keep the code from module_particle_systems in the module_particles_system file. You should only need to modify the code in module_particle_systems instead to change the musket particles. Adding the particles code to an item in module_items may not work the same way.
they do not show up correctly ingame if i only modify the particle system, i removed the code about fire and smoke musket effects in scripts.txt and added the code under the guns in item kinds because i dont understand how to implement that code in scripts.txt, aside that my main problem is that the particles show up in custom battles only and not in multiplayer
Wait, so if I read that right.. you removed the code in scripts.txt but did not say why you had to remove it. To implement what code? The musket particles? If it's some open source code it should tell you what file it goes under and where. Most likely if you are editing or replacing the musket particles it would go under particle_systems.txt or module_particle_systems.

Have you seen Step 8 in this tutorial? https://www.fsegames.eu/forum/index.php?topic=11836.0 This lists how to edit the musket particles. I am puzzled why one would put additional code on an item.
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on July 13, 2015, 12:01:06 am
I mean I want to replace new grass with that old from NW. I want to make on maps only appearing old grasses,not that new
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on July 13, 2015, 12:09:12 am
I mean I want to replace new grass with that old from NW. I want to make on maps only appearing old grasses,not that new
Where did you acquire such new grass? Polished Landscapes?

For Miller
Quote from: Miller786
Have you seen Step 8 in this tutorial? https://www.fsegames.eu/forum/index.php?topic=11836.0 This lists how to edit the musket particles. I am puzzled why one would put additional code on an item.


I am just trying to help if I can.
Title: Re: Have a question about Modding? Ask Here!
Post by: Miller786 on July 13, 2015, 12:18:26 am
how would one put the code i posted above in the  module scripts.txt given that i already added the particles in particle system.txt? forgive me if im not being clear, im new to mnb modding and couldnt find documentation on this
I tried just editing the particle system.txt replacing the flash and smoke, but the flash doesnt display correctly, it only displays correctly when i add the above code
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on July 13, 2015, 12:36:17 am
how would one put the code i posted above in the  module scripts.txt given that i already added the particles in particle system.txt? forgive me if im not being clear, im new to mnb modding and couldnt find documentation on this
I tried just editing the particle system.txt replacing the flash and smoke, but the flash doesnt display correctly, it only displays correctly when i add the above code
It's alright, I still learn a lot of new things about modding time to time too. I was unclear as well and sometimes still am. It's just there should be no good reason to delete any code from module_scripts.py in the source. As the scripts.txt is mostly numbers. Keep scripts as-is and try editing module_particle_systems. As that sounds very odd if the new musket flash only happens in Custom Battle, which is near singleplayer mode for NW.

I wonder what kind of code you are trying to implement though and from where, it should list what files to modify.
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on July 13, 2015, 05:31:09 pm
I mean I want to replace new grass with that old from NW. I want to make on maps only appearing old grasses,not that new
Where did you acquire such new grass? Polished Landscapes?

No. My friend gave me his mod. New grass what he added is causing problems, so I want to use that old from NW, but I dont know how.
Title: Re: Have a question about Modding? Ask Here!
Post by: Earth Bby on July 13, 2015, 07:12:34 pm
Lubak try posting what you said again, you wrote over Navys quote  ???
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on July 13, 2015, 08:30:08 pm
I mean I want to replace new grass with that old from NW. I want to make on maps only appearing old grasses,not that new
Where did you acquire such new grass? Polished Landscapes?


I am just trying to help if I can.

No. My friend gave me his mod. New grass what he added is causing problems, so I want to use that old from NW, but I dont know how.
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on July 13, 2015, 10:28:54 pm
I mean I want to replace new grass with that old from NW. I want to make on maps only appearing old grasses,not that new
Where did you acquire such new grass? Polished Landscapes?


I am just trying to help if I can.

No. My friend gave me his mod. New grass what he added is causing problems, so I want to use that old from NW, but I dont know how.
OK, what mod is that? Would be a point of reference. You can PM me if you have to about the details. Depending how your friend added new grass, I would say you have to use openBRF and find the grass meshes in the BRF files. You can copy and paste, replacing the new grass BRFs with the old one.
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on July 13, 2015, 10:58:22 pm
I mean I want to replace new grass with that old from NW. I want to make on maps only appearing old grasses,not that new
Where did you acquire such new grass? Polished Landscapes?


I am just trying to help if I can.

No. My friend gave me his mod. New grass what he added is causing problems, so I want to use that old from NW, but I dont know how.
OK, what mod is that? Would be a point of reference. You can PM me if you have to about the details. Depending how your friend added new grass, I would say you have to use openBRF and find the grass meshes in the BRF files. You can copy and paste, replacing the new grass BRFs with the old one.

It is https://www.fsegames.eu/forum/index.php?topic=24769.0 . Ill try replacing new with old. Thanks
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on July 13, 2015, 11:00:45 pm
If you want to replace the new with the old NW grass then you want to replace grass_meshes and grass_meshes_b BRF files.
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on July 13, 2015, 11:10:09 pm
Thanks. I have now only one problem: I added a Bugler troop, but it cant play on trumpet. here is code:
Code
["french_carabineer_trumpet","Royalist Cuirassier Regiment","Bugler",tf_mounted|tf_guarantee_all,0,0,fac_french_ranks,
   [itm_trumpet,itm_yellowcavboots,itm_cuirassier1,itm_cuirassier2,itm_cuirassier3,itm_cuirassier4,itm_cuirassier5,itm_armet,itm_armet2,itm_lobster,itm_lobster2,itm_goodsword1,itm_cuirgloves,itm_heavy_horse_1,itm_heavy_horse_2,itm_heavy_horse_3,itm_heavy_horse_4,itm_heavy_horse_5],
   def_attrib|level(20),wpex(140,5,30,5,30,5),knows_common|knows_riding_6|knows_ironflesh_5|knows_power_strike_3,swadian_face_middle_1, swadian_face_old_2],

What am I doing wrong? Sorry to bother you, but Im still learning new things.
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on July 13, 2015, 11:59:35 pm
Thanks. I have now only one problem: I added a Bugler troop, but it cant play on trumpet. here is code:
Code
Code
["french_carabineer_trumpet","Royalist Cuirassier Regiment","Bugler",tf_mounted|tf_guarantee_all,0,0,fac_french_ranks,
   [itm_trumpet,itm_yellowcavboots,itm_cuirassier1,itm_cuirassier2,itm_cuirassier3,itm_cuirassier4,itm_cuirassier5,itm_armet,itm_armet2,itm_lobster,itm_lobster2,itm_goodsword1,itm_cuirgloves,itm_heavy_horse_1,itm_heavy_horse_2,itm_heavy_horse_3,itm_heavy_horse_4,itm_heavy_horse_5],
   def_attrib|level(20),wpex(140,5,30,5,30,5),knows_common|knows_riding_6|knows_ironflesh_5|knows_power_strike_3,swadian_face_middle_1, swadian_face_old_2],
[close]

What am I doing wrong? Sorry to bother you, but Im still learning new things.
You are doing nothing wrong my fellow modder, you are just missing a simple thing that is often overlooked. If you are adding a brand-new musician troop (new drummer, fifer, bugler, trumpeter, etc) you must, and I repeat must add two lines in module_scripts. In module_scripts file search for trp_french_infantry_drum there are two lines next to each other, where you have to add your new troop in-between the lines. Like so:

Code in module_scripts.py
# script_multiplayer_get_troop_rank


       # French
       (this_or_next|eq, ":troop_no", "trp_french_infantry_drum"),
       (this_or_next|eq, ":troop_no", "trp_french_infantry_flute"),
       (this_or_next|eq, ":troop_no", "trp_french_infantry2_drum"),
       (this_or_next|eq, ":troop_no", "trp_french_infantry2_flute"),
       (this_or_next|eq, ":troop_no", "trp_french_infantry_vistula_drum"),
       (this_or_next|eq, ":troop_no", "trp_french_infantry_vistula_flute"),
       (this_or_next|eq, ":troop_no", "trp_french_infantry_bavarian_drum"),
       (this_or_next|eq, ":troop_no", "trp_french_infantry_bavarian_flute"),      
       (this_or_next|eq, ":troop_no", "trp_french_old_guard_drum"),
       (this_or_next|eq, ":troop_no", "trp_french_old_guard_flute"),
       (this_or_next|eq, ":troop_no", "trp_french_voltigeur_horn"),
       (this_or_next|eq, ":troop_no", "trp_french_hussar_trumpet"),
       (this_or_next|eq, ":troop_no", "trp_french_lancer_trumpet"),
       (this_or_next|eq, ":troop_no", "trp_french_dragoon_trumpet"),
       (this_or_next|eq, ":troop_no", "trp_french_cuirassier_trumpet"),
       (this_or_next|eq, ":troop_no", "trp_french_carabineer_trumpet"),
       (this_or_next|eq, ":troop_no", "trp_french_grenadier_a_cheval_trumpet"),


# script_cf_multiplayer_agent_is_musician


# French
     (this_or_next|eq, ":troop_no", "trp_french_infantry_drum"),
     (this_or_next|eq, ":troop_no", "trp_french_infantry_flute"),
     (this_or_next|eq, ":troop_no", "trp_french_infantry2_drum"),
     (this_or_next|eq, ":troop_no", "trp_french_infantry2_flute"),
     (this_or_next|eq, ":troop_no", "trp_french_infantry_vistula_drum"),
     (this_or_next|eq, ":troop_no", "trp_french_infantry_vistula_flute"),
     (this_or_next|eq, ":troop_no", "trp_french_infantry_bavarian_drum"),
     (this_or_next|eq, ":troop_no", "trp_french_infantry_bavarian_flute"),
     (this_or_next|eq, ":troop_no", "trp_french_old_guard_drum"),
     (this_or_next|eq, ":troop_no", "trp_french_old_guard_flute"),
     (this_or_next|eq, ":troop_no", "trp_french_voltigeur_horn"),
     (this_or_next|eq, ":troop_no", "trp_french_hussar_trumpet"),
     (this_or_next|eq, ":troop_no", "trp_french_lancer_trumpet"),
     (this_or_next|eq, ":troop_no", "trp_french_dragoon_trumpet"),
     (this_or_next|eq, ":troop_no", "trp_french_cuirassier_trumpet"),
     (this_or_next|eq, ":troop_no", "trp_french_carabineer_trumpet"),
     (this_or_next|eq, ":troop_no", "trp_french_grenadier_a_cheval_trumpet"),
[close]

If you already have that for a brand new or existing musician troop then I think I see your real problem. The troop's inventory configuration cannot be messed with for whatever reason. Try putting your itm_trumpet near the end of his inventory not at the beginning of it.

In a standard order it should be like this:

Armor/uniform, boots/pants, hat/helmet, gloves (if any), instrument, weapon(s), horse (if any)

Code: Example
itm_fr_cuirassier_body_trumpeter,itm_rus_horse_guard_pants,itm_french_carabineer_helmet_trumpeter,itm_fr_cuirassier_gloves,itm_trumpet,itm_french_carabineer_sword,itm_carabineer_horse_french_trumpet

Again for whatever reason the troop's inventory configuration should not be messed with heavily, it can lead to unforeseen and unusual bugs in-game. Use each kind of unit as a reference for inventory order. It can only be changed so much from the standards.

I hope this helps.
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on July 14, 2015, 04:59:59 pm
If all the Russian troops use the same pants mesh then it can only be done as a separate modification. Darn pants sharing.
Damnation. Thanks for help.
Actually on that note to wrap this up. You can add customized pants as an attached mesh to a uniform rather than being a separate pants mesh in BRF. As Mercuri mentioned so disregard my previous answer of a "no" it's just I was not thinking about the below method before.

mmm not really, you can delete in the brf the pants shared by some units and place an invisible object, then add the pants that you want to the coat as a part of the object (.1 .2 .3 ...) for each troop that was using the pants of the begining. Its a hard work but it works xD


An example: The russian dragon pants was used by rusian cavalry and few officers from other nations, so I pasted the invisible object with the pants name (rus_dragoon_pants) but then I need to add the pants as a part of the russian dragoon coat (rus_dragoon_ranker.3)
Spoiler
(https://i.gyazo.com/1618e53882b6fcc641a32b1e8b672885.png)
[close]
You can find the invisible object in mmweapons.brf
This method works, adding customized pants as a uniform's attached mesh will do the trick if you do each individually to have no pants-less ranks. If you have pants as an attached mesh AND as a separate mesh then they will clip if they are the same, which never looks good. So it is either adding pants to a uniform as an attached mesh shown above or replacing a pants model that is shared. Your choice, most likely you want to try adding pants customized, to each uniform as attached meshes again shown above.

And for Mercuri, you know you don't have to necessarily add an invisible object as a pants mesh right? A mesh not found in BRF will just be invisible in-game with no errors, I have found if you delete the pants in coding troop inventories then you will get errors.
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on July 14, 2015, 05:57:32 pm
Thanks. I have now only one problem: I added a Bugler troop, but it cant play on trumpet. here is code:
Code
Code
["french_carabineer_trumpet","Royalist Cuirassier Regiment","Bugler",tf_mounted|tf_guarantee_all,0,0,fac_french_ranks,
   [itm_trumpet,itm_yellowcavboots,itm_cuirassier1,itm_cuirassier2,itm_cuirassier3,itm_cuirassier4,itm_cuirassier5,itm_armet,itm_armet2,itm_lobster,itm_lobster2,itm_goodsword1,itm_cuirgloves,itm_heavy_horse_1,itm_heavy_horse_2,itm_heavy_horse_3,itm_heavy_horse_4,itm_heavy_horse_5],
   def_attrib|level(20),wpex(140,5,30,5,30,5),knows_common|knows_riding_6|knows_ironflesh_5|knows_power_strike_3,swadian_face_middle_1, swadian_face_old_2],
[close]

What am I doing wrong? Sorry to bother you, but Im still learning new things.
You are doing nothing wrong my fellow modder, you are just missing a simple thing that is often overlooked. If you are adding a brand-new musician troop (new drummer, fifer, bugler, trumpeter, etc) you must, and I repeat must add two lines in module_scripts. In module_scripts file search for trp_french_infantry_drum there are two lines next to each other, where you have to add your new troop in-between the lines. Like so:

Code in module_scripts.py
# script_multiplayer_get_troop_rank


       # French
       (this_or_next|eq, ":troop_no", "trp_french_infantry_drum"),
       (this_or_next|eq, ":troop_no", "trp_french_infantry_flute"),
       (this_or_next|eq, ":troop_no", "trp_french_infantry2_drum"),
       (this_or_next|eq, ":troop_no", "trp_french_infantry2_flute"),
       (this_or_next|eq, ":troop_no", "trp_french_infantry_vistula_drum"),
       (this_or_next|eq, ":troop_no", "trp_french_infantry_vistula_flute"),
       (this_or_next|eq, ":troop_no", "trp_french_infantry_bavarian_drum"),
       (this_or_next|eq, ":troop_no", "trp_french_infantry_bavarian_flute"),      
       (this_or_next|eq, ":troop_no", "trp_french_old_guard_drum"),
       (this_or_next|eq, ":troop_no", "trp_french_old_guard_flute"),
       (this_or_next|eq, ":troop_no", "trp_french_voltigeur_horn"),
       (this_or_next|eq, ":troop_no", "trp_french_hussar_trumpet"),
       (this_or_next|eq, ":troop_no", "trp_french_lancer_trumpet"),
       (this_or_next|eq, ":troop_no", "trp_french_dragoon_trumpet"),
       (this_or_next|eq, ":troop_no", "trp_french_cuirassier_trumpet"),
       (this_or_next|eq, ":troop_no", "trp_french_carabineer_trumpet"),
       (this_or_next|eq, ":troop_no", "trp_french_grenadier_a_cheval_trumpet"),


# script_cf_multiplayer_agent_is_musician


# French
     (this_or_next|eq, ":troop_no", "trp_french_infantry_drum"),
     (this_or_next|eq, ":troop_no", "trp_french_infantry_flute"),
     (this_or_next|eq, ":troop_no", "trp_french_infantry2_drum"),
     (this_or_next|eq, ":troop_no", "trp_french_infantry2_flute"),
     (this_or_next|eq, ":troop_no", "trp_french_infantry_vistula_drum"),
     (this_or_next|eq, ":troop_no", "trp_french_infantry_vistula_flute"),
     (this_or_next|eq, ":troop_no", "trp_french_infantry_bavarian_drum"),
     (this_or_next|eq, ":troop_no", "trp_french_infantry_bavarian_flute"),
     (this_or_next|eq, ":troop_no", "trp_french_old_guard_drum"),
     (this_or_next|eq, ":troop_no", "trp_french_old_guard_flute"),
     (this_or_next|eq, ":troop_no", "trp_french_voltigeur_horn"),
     (this_or_next|eq, ":troop_no", "trp_french_hussar_trumpet"),
     (this_or_next|eq, ":troop_no", "trp_french_lancer_trumpet"),
     (this_or_next|eq, ":troop_no", "trp_french_dragoon_trumpet"),
     (this_or_next|eq, ":troop_no", "trp_french_cuirassier_trumpet"),
     (this_or_next|eq, ":troop_no", "trp_french_carabineer_trumpet"),
     (this_or_next|eq, ":troop_no", "trp_french_grenadier_a_cheval_trumpet"),
[close]

If you already have that for a brand new or existing musician troop then I think I see your real problem. The troop's inventory configuration cannot be messed with for whatever reason. Try putting your itm_trumpet near the end of his inventory not at the beginning of it.

In a standard order it should be like this:

Armor/uniform, boots/pants, hat/helmet, gloves (if any), instrument, weapon(s), horse (if any)

Code: Example
itm_fr_cuirassier_body_trumpeter,itm_rus_horse_guard_pants,itm_french_carabineer_helmet_trumpeter,itm_fr_cuirassier_gloves,itm_trumpet,itm_french_carabineer_sword,itm_carabineer_horse_french_trumpet

Again for whatever reason the troop's inventory configuration should not be messed with heavily, it can lead to unforeseen and unusual bugs in-game. Use each kind of unit as a reference for inventory order. It can only be changed so much from the standards.

I hope this helps.

Really thanks! Ill add you to credits for helping :D !
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on July 14, 2015, 06:04:47 pm
No problem, really this thread in particular is a very good resource to find archived information and pose new questions.
Title: Re: Have a question about Modding? Ask Here!
Post by: AeroNinja on July 15, 2015, 05:37:09 pm
How do you add more smoke when you fire the musket? I want a bigger cloud of smoke but I don't know where to change it. Do you need to do it in the Particle.txt?
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on July 15, 2015, 07:16:08 pm
I mean I want to replace new grass with that old from NW. I want to make on maps only appearing old grasses,not that new
Where did you acquire such new grass? Polished Landscapes?


I am just trying to help if I can.

No. My friend gave me his mod. New grass what he added is causing problems, so I want to use that old from NW, but I dont know how.
OK, what mod is that? Would be a point of reference. You can PM me if you have to about the details. Depending how your friend added new grass, I would say you have to use openBRF and find the grass meshes in the BRF files. You can copy and paste, replacing the new grass BRFs with the old one.

It is https://www.fsegames.eu/forum/index.php?topic=24769.0 . Ill try replacing new with old. Thanks

Its not working  :-\ . Now, it says in game  WARNING: no material grass in Mod/Textures and  WARNING: no material grass_no_shadow in Mod/Textures :( .

Ill post image how it looks like

(https://i.imgur.com/Pl6KIzF.jpg)

(https://i.imgur.com/LQnRWH4.jpg)

I tried everything. Nothing works.
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on July 15, 2015, 10:38:12 pm
Oh dear, I will need a list of BRF files that makes up this "new grass" as now you have missing materials. I hope you have a backup of the old and new.
Title: Re: Have a question about Modding? Ask Here!
Post by: AeroNinja on July 15, 2015, 10:39:26 pm
How do you add more smoke when you fire the musket? I want a bigger cloud of smoke but I don't know where to change it. Do you need to do it in the Particle.txt?
pls
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on July 15, 2015, 10:41:10 pm
How do you add more smoke when you fire the musket? I want a bigger cloud of smoke but I don't know where to change it. Do you need to do it in the Particle.txt?
pls
Download Baillie's a Whiff of Sulphur (https://www.fsegames.eu/forum/index.php?topic=15235.0) mini-mod, most likely he edited particle_systems.txt file that should be noticeable if you compare the two text files from NW and his mini-mod.
Title: Re: Have a question about Modding? Ask Here!
Post by: Earth Bby on July 15, 2015, 10:41:36 pm
Spoiler
I mean I want to replace new grass with that old from NW. I want to make on maps only appearing old grasses,not that new
Where did you acquire such new grass? Polished Landscapes?


I am just trying to help if I can.

No. My friend gave me his mod. New grass what he added is causing problems, so I want to use that old from NW, but I dont know how.
OK, what mod is that? Would be a point of reference. You can PM me if you have to about the details. Depending how your friend added new grass, I would say you have to use openBRF and find the grass meshes in the BRF files. You can copy and paste, replacing the new grass BRFs with the old one.

It is https://www.fsegames.eu/forum/index.php?topic=24769.0 . Ill try replacing new with old. Thanks

Its not working  :-\ . Now, it says in game  WARNING: no material grass in Mod/Textures and  WARNING: no material grass_no_shadow in Mod/Textures :( .

Ill post image how it looks like

(https://i.imgur.com/Pl6KIzF.jpg)

(https://i.imgur.com/LQnRWH4.jpg)

I tried everything. Nothing works.
[close]

you haven't given it the correct texture name/given it a texture in the first place easily fix at least it's showing up! I had a problem with half models a while ago fixed doe.
Title: Re: Have a question about Modding? Ask Here!
Post by: AeroNinja on July 15, 2015, 10:42:05 pm
Yes but i want to keep the original smoke textures
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on July 15, 2015, 10:42:41 pm
Oh dear, I will need a list of BRF files that makes up this "new grass" as now you have missing materials. I hope you have a backup of the old and new.

Funny Willhelm said grass_no_shadow is Shader :D .
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on July 15, 2015, 10:44:09 pm
Yes but i want to keep the original smoke textures
You can do that, just don't replace the smoke textures in the mini-mod and go for only the text files to download then. Textures are not changed if you do not replace any textures in that folder.
Oh dear, I will need a list of BRF files that makes up this "new grass" as now you have missing materials. I hope you have a backup of the old and new.

Funny Willhelm said grass_no_shadow is Shader :D .
Let me guess, grass_no_shadow is a new Shader..
Title: Re: Have a question about Modding? Ask Here!
Post by: AeroNinja on July 15, 2015, 10:45:03 pm
Oooh allright ill try that. Thanks!
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on July 15, 2015, 10:45:58 pm

No. Its material, which I have no idea from where can I get. You can see on image it sayis: WARNING: Unable to open material grass_no_shadow.
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on July 15, 2015, 10:48:26 pm

No. Its material, which I have no idea from where can I get. You can see on image it sayis: WARNING: Unable to open material grass_no_shadow.
I have a moment to spare, hmm searching for that shader if it is default hopefully you only need to assign some mesh to it then.

Alrighty yes it is a material. Perhaps grass_no_shadow is missing from a BRF file? Here's what I found:

Shader grass_no_shadow_shader (in /CommonRes/core_shaders.brf)
Material grass_no_shadow (in /Resource/materials.brf)

And for grass material
Material grass (in /Resource/materials.brf)

Please check your materials.brf file in your mod for these with a openBRF CTRL+F search, which is quick. If these are missing, you can find them in NW's materials.brf to copy and paste into your mod's materials.brf file.
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on July 15, 2015, 10:53:59 pm
Ok. Ill try.

EDIT: Lol. It is working! Thanks, usnavy30! You helped me alot! :) Now is everything fixed, thanks to you
Title: Re: Have a question about Modding? Ask Here!
Post by: The Mighty McLovin on July 18, 2015, 11:38:17 am
Hi. I've been having some problems with my textures. I'm sorry if these questions make me sound like a noob!  :P

The first problem I've been having is weird darker patches on the uniform. I tried to fix this by making a bumpmap and specularmap and put them into mm_materials.brf. I also put them in mm_french_uniforms under the material of my new texture. But in-game it appears like this
and is generally unattractive. Here is a screenshot:

Warning: Big Image (On The Shirt)
(https://i.imgur.com/Ar8Ro7Y.jpg)
[close]



The second problem I've been having is really light textures... I haven't made a bumpmap nor specularmap for these but I presume if I do that, the problem will be fixed. Here is a screenshot of that problem:

Sorry for low resolution
(https://i.imgur.com/SSVl0Zd.png)
[close]
Title: Re: Have a question about Modding? Ask Here!
Post by: Mercuri on July 18, 2015, 08:11:12 pm
The dark colour in your uniform is made by the object, you can fix it in OpenBRF, I have the program in spanish so I will try to translate it but maybe the options will not be the same:

Right click in the object > discard > vertex color

For the second problem, it looks like if you are playing with DX7, try to use DX9 in order to see how it finally looks, anyway change the material stats like the RGB and it will change the look ingame
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on July 18, 2015, 08:11:55 pm
Hi. I've been having some problems with my textures. I'm sorry if these questions make me sound like a noob!  :P

The first problem I've been having is weird darker patches on the uniform. I tried to fix this by making a bumpmap and specularmap and put them into mm_materials.brf. I also put them in mm_french_uniforms under the material of my new texture. But in-game it appears like this
and is generally unattractive. Here is a screenshot:

Warning: Big Image (On The Shirt)
(https://i.imgur.com/Ar8Ro7Y.jpg)
[close]



The second problem I've been having is really light textures... I haven't made a bumpmap nor specularmap for these but I presume if I do that, the problem will be fixed. Here is a screenshot of that problem:

Sorry for low resolution
(https://i.imgur.com/SSVl0Zd.png)
[close]

You can remove excess shadows on the custom units with the openBRF option: right click -> Color with Ambient Occlusion. That will remove excess shadows from straps and the like.

The second problem is mostly shader dependent, lemme tell you simple_shader is the worst possible thing for a shader.. standart_shader_nobump_nospec if you have a material with no bump or spec texture | standart_shader_bump_nospec if you have a material with a bump but no spec texture
Title: Re: Have a question about Modding? Ask Here!
Post by: The Mighty McLovin on July 18, 2015, 08:27:36 pm
Okay, thanks for the first answer, that'll come in handy later.

And so for the second one, if I create a bump and specular map then I can keep simple_shader? And what exactly do bump and specular maps do, and are they necesarry to make it look nice?
Title: Re: Have a question about Modding? Ask Here!
Post by: Frederik on July 18, 2015, 09:40:41 pm
The specular is important for the stuff that should reflect light(like buttons etc) and the bumpmap makes folds etc more realistic.
Title: Re: Have a question about Modding? Ask Here!
Post by: The Mighty McLovin on July 18, 2015, 09:42:43 pm
Okay, I see. Well I will make bump and specularmaps for every thing then.

If I make both bump and spec maps do I have to change shader? I wouldn't think so
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on July 18, 2015, 10:16:00 pm
Okay, I see. Well I will make bump and specularmaps for every thing then.

If I make both bump and spec maps do I have to change shader? I wouldn't think so
Yes, if you have bump and spec maps you definitely change the shader, simple_shader will shine in the day and night time in-game.
Title: Re: Have a question about Modding? Ask Here!
Post by: The Mighty McLovin on July 19, 2015, 12:18:06 pm
Sorry if I'm being a pest, but which shader do you use if you have both a bump and specular map.
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on July 19, 2015, 12:48:42 pm
Sorry if I'm being a pest, but which shader do you use if you have both a bump and specular map.
Most uniforms in NW use specular_shader_skin_bump_colorspec_high if they have both a bump and spec map with regular texture.

SpecRGB 25.000 each of three fields
Coeff 12.000
Flags 20

usually
Title: Re: Have a question about Modding? Ask Here!
Post by: The Mighty McLovin on July 19, 2015, 01:01:00 pm
Thank you, i'll test it out.

EDIT: It worked, thank you usnavy.
Title: Re: Have a question about Modding? Ask Here!
Post by: Bamse on July 19, 2015, 03:26:12 pm
I have a question about uploading a skin to the Steam Workshop.

I have done many skins and i have thought about uploading them to the Steam Workshop.

Is there any way to do so? and im only talking about skins now, not an entire module.

Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on July 19, 2015, 08:55:46 pm
I have a question about uploading a skin to the Steam Workshop.

I have done many skins and i have thought about uploading them to the Steam Workshop.

Is there any way to do so? and im only talking about skins now, not an entire module.
Only entire modules most likely, skins and banners may not work right but I have not tested that side of the Steam Workshop. So try uploading it to the Steam Workshop as usual. Another good place to ask this is on the Steam Workshop Support thread http://forums.taleworlds.com/index.php/topic,307509.0.html
Title: Re: Have a question about Modding? Ask Here!
Post by: Bamse on July 19, 2015, 10:58:11 pm
I have a question about uploading a skin to the Steam Workshop.

I have done many skins and i have thought about uploading them to the Steam Workshop.

Is there any way to do so? and im only talking about skins now, not an entire module.
Only entire modules most likely, skins and banners may not work right but I have not tested that side of the Steam Workshop. So try uploading it to the Steam Workshop as usual. Another good place to ask this is on the Steam Workshop Support thread http://forums.taleworlds.com/index.php/topic,307509.0.html

Played around with uploading and such and it makes a compleatly new module. even tried to fool it by naming the module "Napoleonic Wars" in hopes of that the files would end up in the already existing folder but it made a separate folder with the same name. looks like the files dont end up in your "Warband/modules" folder even.
Title: Re: Have a question about Modding? Ask Here!
Post by: Kaasovic on July 20, 2015, 12:11:09 am
Are you sure you have everything set up properly?
Title: Re: Have a question about Modding? Ask Here!
Post by: Bamse on July 20, 2015, 07:06:09 am
Are you sure you have everything set up properly?
Pretty sure, i even downloaded a "Banner Pack" from the workshop and it is a separate module and it aint even placed in the "Warband/Modules" folder
Title: Re: Have a question about Modding? Ask Here!
Post by: The Mighty McLovin on July 21, 2015, 04:41:29 pm
What folder is facial hare stored in? Specifically moustaches?
Title: Re: Have a question about Modding? Ask Here!
Post by: Parrot on July 21, 2015, 04:57:20 pm
What folder is facial hare stored in? Specifically moustaches?

beards.brf
Title: Re: Have a question about Modding? Ask Here!
Post by: Malkolm R. Lind on July 23, 2015, 01:56:17 pm
Hey guys! I'm making a skin for the 4e, and I'm trying to include winter uniforms. But I've encountered some minor problems:

As you can see here, there is a big gap between the crossbelts and the coat, which just looks weird in general:
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fimages.akamai.steamusercontent.com%2Fugc%2F433820718971951007%2FD23699C0F225E040B4BA73994FBEDA98B8D8012E%2F&hash=bd7935790f019f30a8a3b45b6eed1f355703ec1e)
[close]

And the accessories like the cartridge box and the sabre is mostly clipping away into the coat:
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fimages.akamai.steamusercontent.com%2Fugc%2F433820718971951625%2F5CBE2C69FD7F495C0BE428A530866C4A3526D370%2F&hash=db835921b1fa97595a5479ab8b0f539b10232f1c)
[close]

Is there maybe a way that i could fix this? Help would be heavily appreciated.

Title: Re: Have a question about Modding? Ask Here!
Post by: Kaasovic on July 23, 2015, 02:19:01 pm
You could either reduce the width of the coat, or make the belt larger
Title: Re: Have a question about Modding? Ask Here!
Post by: Malkolm R. Lind on July 23, 2015, 02:41:38 pm
You could either reduce the width of the coat, or make the belt larger
Could that be done in open.brf, or do I need a modeling program?
Title: Re: Have a question about Modding? Ask Here!
Post by: Kaasovic on July 23, 2015, 03:17:02 pm
You could either reduce the width of the coat, or make the belt larger
Could that be done in open.brf, or do I need a modeling program?

Not sure if it could be done in openbrf, I think not. If you decide to edit models, make sure you edit the belt, because a uniform it self require to be rigged. Rigging is a hell of a task
Title: Re: Have a question about Modding? Ask Here!
Post by: The Mighty McLovin on July 24, 2015, 05:36:33 pm
I took another beard from another mod, and put it into my beard folder, and used "Combine Meshes" in OpenBRF. But for some odd reason the beard from the other mod shows up grey ingame.

It shows up normal in OpenBRF.
Spoiler
(https://i.imgur.com/L431dcQ.jpg)
[close]

But in-game.
Spoiler
(https://i.imgur.com/0qWkcxQ.jpg)
[close]
Title: Re: Have a question about Modding? Ask Here!
Post by: Earth Bby on July 24, 2015, 06:11:25 pm
I think it does this for all hair, maybe try making the texture more sharp for the alpha channel to have an easier life :s
Title: Re: Have a question about Modding? Ask Here!
Post by: Conway on July 26, 2015, 10:25:12 pm
How do you make it so the person selects what Item that have? Like how Russian Militia choose between a pike and a musket?
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on July 26, 2015, 10:28:46 pm
How do you make it so the person selects what Item that have? Like how Russian Militia choose between a pike and a musket?
Certain items, like muskets are similar in function to an item like pikes, therefore NW uses the notion that this creates a arrow selection for similar items. You can try to move the item code in the module_items file around (example: putting the item under muskets section) to achieve this. Hope this helps.
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on July 29, 2015, 09:14:13 am
I have a two questions.

1. How can I assign to one troop it's own battle cry? For example, Scots have Scottish battlecry. How can I do that?

2. Can I assign for one mesh other mesh what it will use when its carried? If it's possible, how?
Thanks
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on July 29, 2015, 09:18:54 am
I have a two questions.

1. How can I assign to one troop it's own battle cry? For example, Scots have Scottish battlecry. How can I do that?

2. Can I assign for one mesh other mesh what it will use when its carried? If it's possible, how?
Thanks

1. By assigning a custom voice_cry in module_sounds that is referenced in module_scripts just look for voice_cry_brit_scot and then find this snippet in module_scripts
Code: module_scripts.py
            (else_try),
              (is_between,":agent_troop_id","trp_british_highlander","trp_british_foot_guard"),
              (assign, ":sound_id", "snd_voice_cry_brit_scot"),
And then copy it to make your own for your custom voice cry, the starting troop uses it (trp_british_highlander) and then stops at the next unit not using the custom voice cry (trp_british_foot_guard)

2. A mesh can be attached to a uniform in openBRF by having the new mesh name be the same as the body mesh like british_infantry and british_infantry.1 for your new mesh on the uniform. Else I dunno what you mean it's midnight here.
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on July 29, 2015, 09:23:05 am
1. Thanks

2. I mean, if you are using weapon and then you give it back, is it possible that weapon will use other mesh when it's carried (back) ?
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on July 29, 2015, 09:24:46 am
1. Thanks

2. I mean, if you are using weapon and then you give it back, is it possible that weapon will use other mesh when it's carried (back) ?

1. No problem :)

2. Do you mean when it's carried on the player's back?
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on July 29, 2015, 09:24:56 am
Yes
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on July 29, 2015, 09:28:20 am
1. Thanks

2. I mean, if you are using weapon and then you give it back, is it possible that weapon will use other mesh when it's carried (back) ?

1. No problem :)

2. Do you mean when it's carried on the player's back?
Yes
Depends on the item, a sword for example would have a sheath on the hip, a musket or pike would not have a different mesh and I do not think that is possible for that kind of weapon item. I could be proven wrong but I have never tested that myself.
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on July 29, 2015, 09:29:35 am
1. Thanks

2. I mean, if you are using weapon and then you give it back, is it possible that weapon will use other mesh when it's carried (back) ?

1. No problem :)

2. Do you mean when it's carried on the player's back?
Yes
Depends on the item, a sword for example would have a sheath on the hip, a musket or pike would not have a different mesh and I do not think that is possible for that kind of weapon item. I could be proven wrong but I have never tested that myself.

Oh, ok. Thanks anyway
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on July 29, 2015, 11:13:27 am
1. Thanks

2. I mean, if you are using weapon and then you give it back, is it possible that weapon will use other mesh when it's carried (back) ?

1. No problem :)


2. Do you mean when it's carried on the player's back?
Yes
Depends on the item, a sword for example would have a sheath on the hip, a musket or pike would not have a different mesh and I do not think that is possible for that kind of weapon item. I could be proven wrong but I have never tested that myself.

Oh, ok. Thanks anyway

 Im trying to do that by putting ("mesh",ixmesh_carry)], to line of that musket. I select mesh what it should use when carried back, but its not using it. It uses the same mesh. It's not possible then or Im doing something wrong
Title: Re: Have a question about Modding? Ask Here!
Post by: Kaasovic on July 29, 2015, 11:32:33 am
2 handed weapons could use a sheath as well, maybe there is a trigger that could help?
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on July 29, 2015, 11:35:50 am
What triggers do?
Title: Re: Have a question about Modding? Ask Here!
Post by: Kaasovic on July 29, 2015, 05:49:05 pm
In module_items some of the weapons uses triggers. Like the musketoon:

Code
["russian_gusarskiy_karabin", "Musketoon", [("Russian_gusarskiy_karabin",0)], itp_type_crossbow |itp_merchandise|itp_primary|itp_two_handed|itp_cant_reload_while_moving_mounted|itp_cant_reload_while_moving|itp_next_item_as_melee ,itcf_shoot_musket|itcf_carry_crossbow_back, 
683 , weight(3.0)|difficulty(0)|spd_rtng(18) | shoot_speed(180) | thrust_damage(70 ,pierce)|max_ammo(1)|accuracy(54),imodbits_none,
 [(ti_on_weapon_attack, [
  (this_or_next|multiplayer_is_server),
  (neg|game_in_multiplayer_mode),
  (store_trigger_param_1,":agent_id"),
  (eq,":agent_id",":agent_id"), # fix compiler bug warning.
  (copy_position,pos22,pos1),
  (position_move_y,pos22,110),
  (try_for_range,":unused",0,10), #4 extra bullets + 1 original = 10 bullets in one shot :D
    (copy_position,pos23,pos22),
    (store_random_in_range,":x_change",-3,3),
    (store_random_in_range,":z_change",-3,3),
    (position_rotate_x, pos23, ":x_change"),
    (position_rotate_z, pos23, ":z_change"),
    (set_fixed_point_multiplier,100),
    (store_random_in_range,":bullet_speed",12000,16000),
(store_random_in_range, ":chance", 0, 100),
(try_begin),
(gt,":chance",95),
(add_missile, ":agent_id", pos23, ":bullet_speed", "itm_cannon_explosion_dummy", 0, "itm_explosive_bullets", 0),
(else_try),
(add_missile, ":agent_id", pos23, ":bullet_speed", "itm_cannon_canister_dummy", 0, "itm_canister_ammo", 0),
(try_end),
  (try_end),
  ])]],[/spoiler]

So one of the triggers is 'ti_on_item_unwielded', you might be able to do something with it. For example add a imaginary item etc
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on July 29, 2015, 05:55:29 pm
In module_items some of the weapons uses triggers. Like the musketoon:

Code
["russian_gusarskiy_karabin", "Musketoon", [("Russian_gusarskiy_karabin",0)], itp_type_crossbow |itp_merchandise|itp_primary|itp_two_handed|itp_cant_reload_while_moving_mounted|itp_cant_reload_while_moving|itp_next_item_as_melee ,itcf_shoot_musket|itcf_carry_crossbow_back, 
683 , weight(3.0)|difficulty(0)|spd_rtng(18) | shoot_speed(180) | thrust_damage(70 ,pierce)|max_ammo(1)|accuracy(54),imodbits_none,
 [(ti_on_weapon_attack, [
  (this_or_next|multiplayer_is_server),
  (neg|game_in_multiplayer_mode),
  (store_trigger_param_1,":agent_id"),
  (eq,":agent_id",":agent_id"), # fix compiler bug warning.
  (copy_position,pos22,pos1),
  (position_move_y,pos22,110),
  (try_for_range,":unused",0,10), #4 extra bullets + 1 original = 10 bullets in one shot :D
    (copy_position,pos23,pos22),
    (store_random_in_range,":x_change",-3,3),
    (store_random_in_range,":z_change",-3,3),
    (position_rotate_x, pos23, ":x_change"),
    (position_rotate_z, pos23, ":z_change"),
    (set_fixed_point_multiplier,100),
    (store_random_in_range,":bullet_speed",12000,16000),
(store_random_in_range, ":chance", 0, 100),
(try_begin),
(gt,":chance",95),
(add_missile, ":agent_id", pos23, ":bullet_speed", "itm_cannon_explosion_dummy", 0, "itm_explosive_bullets", 0),
(else_try),
(add_missile, ":agent_id", pos23, ":bullet_speed", "itm_cannon_canister_dummy", 0, "itm_canister_ammo", 0),
(try_end),
  (try_end),
  ])]],[/spoiler]

So one of the triggers is 'ti_on_item_unwielded', you might be able to do something with it. For example add a imaginary item etc

Thanks for explaining
Title: Re: Have a question about Modding? Ask Here!
Post by: Malkolm R. Lind on July 30, 2015, 01:49:49 pm
Hey guys, does anyone know how to make proper normal/bumpmaps??? I use paint.net and can't find any good plugins.  :-\
Title: Re: Have a question about Modding? Ask Here!
Post by: The Mighty McLovin on July 30, 2015, 03:56:38 pm
Hey guys, does anyone know how to make proper normal/bumpmaps??? I use paint.net and can't find any good plugins.  :-\

I'm using a Bumpmap plugin for Paint.net. Isn't professional but works.
I'll try and get you the link.

I still need a specularmap plugin though.

This is the one I use: http://paint.net.amihotornot.com.au/features/effects/plugins/color/Normal_Map/
Title: Re: Have a question about Modding? Ask Here!
Post by: eeasy on July 31, 2015, 10:10:54 am
Here is a tricky one
the is_admin
player is admin
neg is admin

Am i right in saying that the is admin checks can only be done by server?

This is not for any operations or commands to be performed, but i have a clientside message which alerts me on any server when my friends have logged on, similar to how skype says so and so has logged on

The problem is, it alerts me when every single person logs on, but i wanted it to be that it only triggers the has logged on message when it is my admin friends

But setting an is admin check, it seems that check is against me, not against the person it is announcing
How would it be possible to set an is admin check so that the string the admin has joined will only show if its an admin

This is my script so you know what i mean, as you can see this is purely a clientside alert on any server it tells me when players log on.


(1,0,0,[],[
(try_for_range, ":player_no", 1, 250),
  (player_is_active, ":player_no"),
  (player_slot_eq, ":player_no", slot_player_join_time, 0),    (player_set_slot, ":player_no", slot_player_join_time, 1),
    (str_store_player_username, s3,":player_no"),
  (display_message, "@ {s3} the admin has joined !", 0xFF33CC),

(try_end),
]),
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on August 02, 2015, 07:42:22 pm
I have got new problem. I don't know what happend. My gloves just changed and now they look like this
(https://i.imgur.com/KzyEAdf.jpg)

Any idea what is that and what could be cause of it?
Title: Re: Have a question about Modding? Ask Here!
Post by: Earth Bby on August 02, 2015, 07:46:16 pm
missing texture, mainly spec
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on August 02, 2015, 08:29:49 pm
But I added specular texture
Title: Re: Have a question about Modding? Ask Here!
Post by: The Mighty McLovin on August 02, 2015, 09:32:54 pm
Have you merged it with any other meshes?
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on August 02, 2015, 09:50:50 pm
Have you merged it with any other meshes?

no
Title: Re: Have a question about Modding? Ask Here!
Post by: The Mighty McLovin on August 02, 2015, 10:23:04 pm
Can you show me a screenshot of it open in OpenBRF?
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on August 02, 2015, 10:34:35 pm
Can you show me a screenshot of it open in OpenBRF?

(https://i.imgur.com/JauB7KS.png)
It looks perfect in OpenBRF. But in-game it's really ugly
Title: Re: Have a question about Modding? Ask Here!
Post by: The Mighty McLovin on August 02, 2015, 11:01:18 pm
It seems to be using the same texture that the horse is using. Can't help you much from there.
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on August 03, 2015, 10:28:58 pm
I've got it working. There were two materials, I just removed one and it's working now.
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on August 05, 2015, 04:36:46 pm
I have got a one question. Do you make LODs by clicking on mesh and then press compute LODs?
Title: Re: Have a question about Modding? Ask Here!
Post by: The Mighty McLovin on August 05, 2015, 04:53:13 pm
I have got a one question. Do you make LODs by clicking on mesh and then press compute LODs?

Yeah.
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on August 05, 2015, 04:54:17 pm
I have got a one question. Do you make LODs by clicking on mesh and then press compute LODs?

Yeah.

Thanks for telling me. I first thought that you need to make it in Blender or something.
Title: Re: Have a question about Modding? Ask Here!
Post by: BNS Marko on August 05, 2015, 07:23:56 pm
Depends for what.
OpenBrf can't always compute the LOD you want to use(Sometimes it doesn't cut off the right parts). You can also edit in Settings how much poly % do you want it to cut off at each stage.
Title: Re: Have a question about Modding? Ask Here!
Post by: GerRagnar on August 07, 2015, 01:57:26 pm
anyone who knows where the prussian officer pistols are located in the resources? Or are they using one from another nation?
Title: Re: Have a question about Modding? Ask Here!
Post by: Prince Louis Ferdinand on August 07, 2015, 02:40:48 pm
They are in mmprussianweapons i think or if not open module_items.ini with notepad and search for pistol by pressing "ctrl + f" and then Pistols.
Another way more easier to go module troops ini and search prussia and there will be what officers use.
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on August 10, 2015, 07:09:14 pm
Just a stupid question: Under what item section do I need to put pike so you will drop it when you use other weapon, like it's done in Century of War?
Title: Re: Have a question about Modding? Ask Here!
Post by: AeroNinja on August 10, 2015, 07:13:16 pm
Are there any good functional realistic blood mods?
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on August 10, 2015, 07:18:27 pm
Are there any good functional realistic blood mods?

NW Epic Enchancment mod
Title: Re: Have a question about Modding? Ask Here!
Post by: AeroNinja on August 10, 2015, 07:22:01 pm
Are there any good functional realistic blood mods?

NW Epic Enchancment mod
Mehh. It's too much. :P
Title: Re: Have a question about Modding? Ask Here!
Post by: stallynist on August 11, 2015, 03:23:50 pm
How to make doors, which teleport to the same doors with same variable
Title: Re: Have a question about Modding? Ask Here!
Post by: Ivkolya on August 13, 2015, 11:02:20 pm
Hi all, have a very difficult and important for me question. I need to make standing and walking animations with rifle on the left shoulder, when left hand is under rifle's butt, like here
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.secondwi.com%2Fbaxterdrill%2Fshoulder_arms_small58.GIF&hash=7cb74ea67e46db5935c563aae1f170490b7cbe2f)
[close]
I am not good at animations and especially with understanding and using flags, but I'm sure, that flag arf_stick_to_left_hand will not help me, because I need rifle for these two animations to be higher relatively to hand than it is in NW (and of course at the left hand), so I guess I'll need new model of rifle for these two animations, with new coordinates.
So question is - is it possible, make appear this new rifle model only for these two animations instead of usuall modell of rifle? Or there is easier way to archieve needed rusults?

P.S. By the way, I can't make flag arf_stick_to_left_hand work, rifle is always in right hand, what I am doing wrong?
Here's the code for animation:
Code
 ["stand_crossbow", 0, amf_client_prediction,
   [2.0, "staff_cstance", 0, 60, arf_use_stand_progress|arf_cyclic|arf_stick_item_to_left_hand, 0, (0, 0, 0), 0.0], 
("staff_cstance" is animation from NW "staff_cstance_musket")


UPD.: I was thinking, what if try to solve it via vertex animation? I mean, make vertex animation of two models - one usual and one with other coordinates, so it will like I need. Here cmes the question - how make game to use vertex animation and, accordingly, another model of rifle for animations of standing and walking? (In NW there is vertex animation in animation of firing musket and in reload animation, but I don't understand how is it working, never saw tutorial about adding vertex animation to skeletal animation)

Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fcs629301.vk.me%2Fv629301177%2Ffabb%2FTOUERj2PVIA.jpg&hash=3eae3bc7c975612b1cb58258151ece885a7dc0d3) (https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fcs629301.vk.me%2Fv629301177%2Ffac3%2F0nt_sGLDY50.jpg&hash=7cb03d9307aca25cdd87d68e8ae44fcb001b3b4c)
[close]
Here I made model of rifle with new coordinates and attached it to left hand (like shield in Warband).
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on August 27, 2015, 11:02:55 pm
New error

File process_items.py, line 72, in module
write_items (variables,variables_uses,tag_uses,quick_strings)
File process_items.py, line 23, in write items
if (item[3]) (itp_merchandise) 0:
TypeError: unsupported operand type(s) for: list and int

I dont know what that is. I did nothing in process_items before
Title: Re: Have a question about Modding? Ask Here!
Post by: The Mighty McLovin on August 28, 2015, 12:44:30 pm
Don't know why this is happening. Some items are going invisible from afar, but I have created LOD's in OpenBRF. Maybes I did the LOD's wrong (I juts did compile LOD's) I don't know.   :P

In-game
(https://i.imgur.com/GBBHTXo.png)
[close]

In OpenBRF
(https://i.imgur.com/jILOp3e.png)
[close]
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on August 28, 2015, 04:05:51 pm
Looks like to me you only generated lods1 and lods3, under the Settings tab select on building lod pyramids all 4 level of LODs so this is prevented.
It looks something like this
(https://i.gyazo.com/0d9ef918a9543f23a02a3031914b02c7.png)
[close]
Title: Re: Have a question about Modding? Ask Here!
Post by: The Mighty McLovin on August 28, 2015, 04:14:00 pm
Mines exactly the same as yours.
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on August 28, 2015, 04:15:20 pm
Mines exactly the same as yours.
Try recomputing the main body mesh's LODs. You should get lod1, lod2, lod3, and lod4 for the torso itself atleast.
Title: Re: Have a question about Modding? Ask Here!
Post by: The Mighty McLovin on August 28, 2015, 04:21:03 pm
I think I know what the problem is. Say that I named two "body" and then another "body.1" and then selected them both and then compiled the LOD's, that wouldn't work. Would I have to separately compile for both of the meshes?

EDIT: That worked. Thanks for the help :)
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on August 28, 2015, 05:04:54 pm
New error

File process_items.py, line 72, in module
write_items (variables,variables_uses,tag_uses,quick_strings)
File process_items.py, line 23, in write items
if (item[3]) (itp_merchandise) 0:
TypeError: unsupported operand type(s) for: list and int

I dont know what that is. I did nothing in process_items before


Anyone ?
Title: Re: Have a question about Modding? Ask Here!
Post by: Frederik on August 28, 2015, 05:22:48 pm
Maybe you need to add brakes around it?
if ((item[3]) (itp_merchandise) 0):
Title: Re: Have a question about Modding? Ask Here!
Post by: The Mighty McLovin on August 29, 2015, 08:27:29 pm
Sorry for asking but I'm totally stuck here. I know for most metal parts on helmets (don't know the name :'() most have their texture name with an _envmap on the end. I try to look for that but I see no results. So when I made my steel helmet bit, I just added an _envmap to the texture but it didn't work. How do you do it?
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on August 29, 2015, 09:09:58 pm
Sorry for asking but I'm totally stuck here. I know for most metal parts on helmets (don't know the name :'() most have their texture name with an _envmap on the end. I try to look for that but I see no results. So when I made my steel helmet bit, I just added an _envmap to the texture but it didn't work. How do you do it?

I think I get what is wrong, you need to modify the Material not the texture referenced in tex tab.

envmap_shader_noskin_bump_colorspec is the shader

envmap_medium is the Enviro specified on the Material tab


envmap_shader_skin_bump_colorspec is the shader for rigged
Title: Re: Have a question about Modding? Ask Here!
Post by: The Mighty McLovin on August 29, 2015, 09:16:07 pm
Thank you, but what you mean for the rigged one?
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on August 29, 2015, 09:21:21 pm
Thank you, but what you mean for the rigged one?
For rigged helmets (such as the French cuirassier helmet)
Title: Re: Have a question about Modding? Ask Here!
Post by: The Mighty McLovin on August 29, 2015, 09:23:45 pm
Oh okay, thanks for the help.
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on August 29, 2015, 11:21:15 pm
Maybe you need to add brakes around it?
if ((item[3]) (itp_merchandise) 0):

Thats not working
Title: Re: Have a question about Modding? Ask Here!
Post by: The Mighty McLovin on August 29, 2015, 11:26:38 pm
Sorry for asking but I'm totally stuck here. I know for most metal parts on helmets (don't know the name :'() most have their texture name with an _envmap on the end. I try to look for that but I see no results. So when I made my steel helmet bit, I just added an _envmap to the texture but it didn't work. How do you do it?

I think I get what is wrong, you need to modify the Material not the texture referenced in tex tab.

envmap_shader_noskin_bump_colorspec is the shader

envmap_medium is the Enviro specified on the Material tab


envmap_shader_skin_bump_colorspec is the shader for rigged

Do I just leave it or re-name the texture to "name_envamp"?
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on August 30, 2015, 12:30:43 am
Just leave it, the texture should not be renamed. The only texture named so is envmap_medium for the Enviro on Material.
(https://i.gyazo.com/596f473e7c26fda030d9182afd110ce7.png)
Title: Re: Have a question about Modding? Ask Here!
Post by: Frederik on August 30, 2015, 12:55:53 am
Maybe you need to add brakes around it?
if ((item[3]) (itp_merchandise) 0):

Thats not working
maybe you need to add = or == in the condition?
Title: Re: Have a question about Modding? Ask Here!
Post by: OttoFIN on August 30, 2015, 10:40:55 am
This project would probably take a while:
How can I import all the L'Aigle shaders, textures and uniforms to NW?
Title: Re: Have a question about Modding? Ask Here!
Post by: Malkolm R. Lind on August 30, 2015, 10:43:47 am
This project would probably take a while:
How can I import all the L'Aigle shaders, textures and uniforms to NW?
Step 1. Have patience
Step 2. Loose your patience and give up the project.
Step 3. Nah just kidding. You need open.brf and yes, patience.
Title: Re: Have a question about Modding? Ask Here!
Post by: The Mighty McLovin on August 30, 2015, 11:51:46 am
This project would probably take a while:
How can I import all the L'Aigle shaders, textures and uniforms to NW?

I had that idea. It would take quite a while, yes. You'd need OpenBRF to replace all the uniforms. You'd need to import the textures and bump/spec maps and then edit them in mmmaterials.brf. And, patience.
Title: Re: Have a question about Modding? Ask Here!
Post by: Parrot on August 30, 2015, 12:14:05 pm
New error

File process_items.py, line 72, in module
write_items (variables,variables_uses,tag_uses,quick_strings)
File process_items.py, line 23, in write items
if (item[3]) (itp_merchandise) 0:
TypeError: unsupported operand type(s) for: list and int

I dont know what that is. I did nothing in process_items before


Process items is what translates the items list into the .txt format read by the game. If your compiler is telling you that there's an error in there and you've never touched this file, then the error is within your items.py file somewhere. Reset your process_items file back to how it was before and go into module_items.py and look for any silly errors like double full stops, double commas, a left out closing bracket etc; ctrl f is your friend here.
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on August 30, 2015, 05:23:53 pm
New error

File process_items.py, line 72, in module
write_items (variables,variables_uses,tag_uses,quick_strings)
File process_items.py, line 23, in write items
if (item[3]) (itp_merchandise) 0:
TypeError: unsupported operand type(s) for: list and int

I dont know what that is. I did nothing in process_items before


Process items is what translates the items list into the .txt format read by the game. If your compiler is telling you that there's an error in there and you've never touched this file, then the error is within your items.py file somewhere. Reset your process_items file back to how it was before and go into module_items.py and look for any silly errors like double full stops, double commas, a left out closing bracket etc; ctrl f is your friend here.

Works. Thanks!
Title: Re: Have a question about Modding? Ask Here!
Post by: Miller786 on August 30, 2015, 05:37:20 pm
This project would probably take a while:
How can I import all the L'Aigle shaders, textures and uniforms to NW?

I had that idea. It would take quite a while, yes. You'd need OpenBRF to replace all the uniforms. You'd need to import the textures and bump/spec maps and then edit them in mmmaterials.brf. And, patience.
i have mostly done that for the uniforms and guns however i gave up on trying to import shaders, the mb.fx file in l'aigle doesnt open as it should for me...
Title: Re: Have a question about Modding? Ask Here!
Post by: Parrot on August 30, 2015, 11:56:33 pm
Works. Thanks!

Always remember, computers are dumb and very smart at the same time :P They can only do what you tell them to do using what they "know". That's a very general overview, and there's a whole lot more to it, but in general if there's an error somewhere and you've just finished doing something in the module system, the error's going to be in any of the stuff you changed.
Title: Re: Have a question about Modding? Ask Here!
Post by: TeaTime99 on August 31, 2015, 12:55:00 am
Hello everyone!

Probably this is a stupid problem but I couldn't find a solution for it.
I'm currently modifying the vistula people and this happened:

How it looks in OpenBrf
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Ftw.greywool.com%2Fi%2FVcyxM.jpg&hash=489b5fc65ca2e56abfd3aa7da08251270078bf11)
[close]
How it looks in-game
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fimages.akamai.steamusercontent.com%2Fugc%2F432697860713063220%2F419312A0BDF123062ED04460CE333D8B55AF4873%2F&hash=efb1cef7c5e933d2aa28eba16bf8d63e6a1eb9e5)
[close]

Does anyone know how to fix it?
Thank you in advance.
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on August 31, 2015, 12:59:21 am
Check your Material referenced on that flag model/mesh. If the Texture cannot be found it must be added to mmtextures for example.
Title: Re: Have a question about Modding? Ask Here!
Post by: The Mighty McLovin on August 31, 2015, 01:14:13 am
Hello everyone!

Probably this is a stupid problem but I couldn't find a solution for it.
I'm currently modifying the vistula people and this happened:

How it looks in OpenBrf
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Ftw.greywool.com%2Fi%2FVcyxM.jpg&hash=489b5fc65ca2e56abfd3aa7da08251270078bf11)
[close]
How it looks in-game
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fimages.akamai.steamusercontent.com%2Fugc%2F432697860713063220%2F419312A0BDF123062ED04460CE333D8B55AF4873%2F&hash=efb1cef7c5e933d2aa28eba16bf8d63e6a1eb9e5)
[close]

Does anyone know how to fix it?
Thank you in advance.

If you've got your material and texture wired up in OpenBRF (which you probably do) then go into mmmaterials.brf and then create a new texture in that folder with the texture of that eagle. Works for me most times, don't know if there is another way.
Title: Re: Have a question about Modding? Ask Here!
Post by: TeaTime99 on August 31, 2015, 01:27:51 am
The problem is fixed now, and was a case sensitivity one  :-[

Anyway, thank you all for the help!!!
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on August 31, 2015, 01:34:37 am
The problem is fixed now, and was a case sensitivity one  :-[

Anyway, thank you all for the help!!!
That happens quite a bit, too.
Title: Re: Have a question about Modding? Ask Here!
Post by: Johny_Nawalony on September 03, 2015, 05:57:03 pm
I think thats not about mods but i have question how can i add more than one skin into a faction?
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on September 03, 2015, 06:01:47 pm
I think thats not about mods but i have question how can i add more than one skin into a faction?

Im not sure what you mean by that  ???.
Title: Re: Have a question about Modding? Ask Here!
Post by: Johny_Nawalony on September 03, 2015, 06:18:43 pm
I want to have all skins changed for French inf but i dont know how :( i know theres tutorial but i cant find it :(
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on September 03, 2015, 06:29:50 pm
You want to change texture?
Title: Re: Have a question about Modding? Ask Here!
Post by: Johny_Nawalony on September 03, 2015, 06:33:49 pm
Ye texture of uniforms
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on September 03, 2015, 06:47:13 pm
You will need program OpenBRF http://www.mbrepository.com/file.php?id=1466
Go to Napoleonic wars folder, then to resource folder and open file where should be your uniform located at. For example, I want to change French grenadiers uniform texture. Then I need to go to mm_french_uniforms (im not sure whats the real name of that file). You will need to find what uniform do you want to retexture. Ctrl+F will help here. When you found mesh of that uniform, select it and look at "Texture" (thats written here when you select mesh). For example, there is written " fr_grenadier_a_pied3" . When you find out whats the name of texture, go to Textures file in NW folder, and search for that name. You can then do anything you want with that texture. For texturing you can use program GIMP, which requires to download .dds plugin, or Paint.net. Photoshop is best, but costs money. Remember, everytime you save texture, save it in .dds format!
Hope it helps  and good luck :)
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on September 03, 2015, 10:21:53 pm
Just a question: Is there another way how to test CMB other than creating dedicated server? I can't figure out how to exactly make that server, so other way how to test it would be great
Title: Re: Have a question about Modding? Ask Here!
Post by: The Mighty McLovin on September 03, 2015, 10:22:27 pm
CMB?
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on September 03, 2015, 10:23:33 pm
CMB?

Commander Battle  ::)
Title: Re: Have a question about Modding? Ask Here!
Post by: The Mighty McLovin on September 03, 2015, 10:30:03 pm
There isn't any problems with Commander Battle when hosting a game yourself. If you want to take pictures of soldiers in a commander battle then you're fine, it's just your body that turns naked.

I don't know if there is a way to fix this without hosting a server. I don't think there is any fixes.
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on September 03, 2015, 10:31:35 pm
There isn't any problems with Commander Battle when hosting a game yourself. If you want to take pictures of soldiers in a commander battle then you're fine, it's just your body that turns naked.

I don't know if there is a way to fix this without hosting a server. I don't think there is any fixes.

I want to try out if the correct officer spawns in Commander Battle. If theres no other way how to try it out, its okay.
Title: Re: Have a question about Modding? Ask Here!
Post by: Johny_Nawalony on September 06, 2015, 01:59:15 pm
Does anyone know how can i copy selected files from one brf file to other ?
Title: Re: Have a question about Modding? Ask Here!
Post by: Johny_Nawalony on September 06, 2015, 02:08:10 pm
lel sry for double post
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on September 06, 2015, 02:26:53 pm
Does anyone know how can i copy selected files from one brf file to other ?

Easy way: Open both BRF files, select meshes which you want to copy, press CTRL+C, go to your BRF file where you want them, and just press CTRL+V.
Harder: Click on mesh with right mouse button and choose Export static mesh. Choose a location where you want to store it in your PC. Open your BRF file and select Import. Then click Static mesh, and find your mesh which you exported. Open it and you are done
Title: Re: Have a question about Modding? Ask Here!
Post by: Johny_Nawalony on September 06, 2015, 02:48:56 pm
Thanks !


and the last question is can i fix shader on plumes somehow?
my plumes are glowing in night kek
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on September 06, 2015, 05:12:36 pm
Thanks !


and the last question is can i fix shader on plumes somehow?
my plumes are glowing in night kek

I don't think it's possible
Title: Re: Have a question about Modding? Ask Here!
Post by: Johny_Nawalony on September 06, 2015, 05:20:05 pm
So sad :(
Title: Re: Have a question about Modding? Ask Here!
Post by: OttoFIN on September 17, 2015, 07:11:14 am
Is there a way to make some unit's uniform randomized?
Title: Re: Have a question about Modding? Ask Here!
Post by: Kaasovic on September 17, 2015, 08:56:25 am
I think, if you put more then 1 uniform on a troop, in the module_troops, they will randomize. Else you could always do it the partizani/sailor way
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on September 17, 2015, 10:49:49 am
I think, if you put more then 1 uniform on a troop, in the module_troops, they will randomize. Else you could always do it the partizani/sailor way
Yup the most easiest way is setting in module_troops the uniforms to be randomized, like itm_british_infantry, itm_british_infantry_variant etc each uniform added to the mix will increase the randomization and putting a uniform multiple times over one like a weapon can decrease or increase the likelihood to show up.
Title: Re: Have a question about Modding? Ask Here!
Post by: Jean-Luc Picard on September 20, 2015, 08:42:25 am
Solved !
Title: Re: Have a question about Modding? Ask Here!
Post by: AeroNinja on September 20, 2015, 10:53:46 am
Are there any Female remover mods for max historical feeling?

I'm just tired of these trolls using female characters and spam these voices.

Or is there a way to do it? :c
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on September 20, 2015, 11:34:45 am
Just replace female voices with male ones
Title: Re: Have a question about Modding? Ask Here!
Post by: AeroNinja on September 20, 2015, 11:37:12 am
Yeah but the faces also. :P
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on September 20, 2015, 11:50:58 am
Its hard for me to explain, so ill give you example: copy manface_midage, delete female_midage and rename copied manface_midage to female_midage.
Title: Re: Have a question about Modding? Ask Here!
Post by: The Mighty McLovin on September 20, 2015, 11:55:55 am
Yeah but the faces also. :P

Won't female bodies look weird with male faces? :P
Title: Re: Have a question about Modding? Ask Here!
Post by: AeroNinja on September 20, 2015, 12:01:57 pm
I just want every soldier in NW as a male. :(

Looks better for history.
Title: Re: Have a question about Modding? Ask Here!
Post by: Cazasar on September 20, 2015, 12:14:23 pm
I just want every soldier in NW as a male. :(

Looks better for history.
there is a mod for that, it also removes black people :D ask Kanade Tachibana about it
Title: Re: Have a question about Modding? Ask Here!
Post by: AeroNinja on September 20, 2015, 12:15:38 pm
Rly.. :o nice.

Title: Re: Have a question about Modding? Ask Here!
Post by: Jean-Luc Picard on September 21, 2015, 02:01:42 pm
Hey so I play with a few Vanilla things.
A few Napoleonic Wars Enhancement v5.1 things.
A few sound mods to replace some of the Enhancement sounds and recently had to fix some animations.

However with "vanilla" War Enhancement v5.1 deaths seem to be 99% ragdoll deaths (WHICH I LOVE)
I love how realistic it feels when someone gets shot they simply fall to the ground as a ragdoll, because believe it or not if you get shot you won't fall to the ground all dramatically in slow motion.

Anyway, I'd like to know what file directly changes what happens when you die.
I found the file which this mod uses for it's death animations, but remember 99% of deaths seem to go instantly to ragdolls which I like.

After installing a couple of extra mods this seems to have changed, however now instead of performing different animations, it seems to start an animation stops for a split second and THEN the body collapses to the ground as a ragdoll. I've kept a vanilla enhanced module saved for if I just want to start again.

https://www.mediafire.com/?02egodq7l291ru8

This is the animation file that is used for the mod and I'm just wondering if there's a way to simple make bodies turn into ragdolls on death?

I don't want any death animations.
Title: Re: Have a question about Modding? Ask Here!
Post by: Nick Lazanis on September 21, 2015, 05:24:39 pm
I just want every soldier in NW as a male. :(

Looks better for history.
there is a mod for that, it also removes black people :D ask Kanade Tachibana about it

"It also removes black people *smiley*" Oh Caz :P
Title: Re: Have a question about Modding? Ask Here!
Post by: Cazasar on September 21, 2015, 05:36:17 pm
just told him that it exists, and the smiley is just there to show that the mod in general amuses me.....

Spoiler
I WILL LET RUSSIA LOOSE EVERYTHING
[close]
Title: Re: Have a question about Modding? Ask Here!
Post by: AeroNinja on September 21, 2015, 05:59:59 pm
The mod is quite nice actually.

Only it's wierd when the Females are replaced they still sound like Female but have male face.  :-\
Title: Re: Have a question about Modding? Ask Here!
Post by: Cazasar on September 21, 2015, 06:03:43 pm
did Transexuals fight in the NW ?
Title: Re: Have a question about Modding? Ask Here!
Post by: Ted on September 21, 2015, 08:00:38 pm
did Transexuals fight in the NW ?

There were some women dressing themselves like men fighting for their country aye
Title: Re: Have a question about Modding? Ask Here!
Post by: Conway on September 21, 2015, 08:04:03 pm
Ted was one of them....then he died.
Title: Re: Have a question about Modding? Ask Here!
Post by: Ted on September 21, 2015, 08:04:56 pm
Conway was one of them.... then Marks found hi mand fucked him so hard he died.
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on September 21, 2015, 09:51:34 pm
Hey, that kind of story making belongs in the proper thread 8)

Anyways this is going off topic so let's keep it to questions about modding. It's an important thread.
Title: Re: Have a question about Modding? Ask Here!
Post by: Jean-Luc Picard on September 22, 2015, 04:33:31 pm
No one can help me with my problem?
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on September 22, 2015, 04:35:45 pm
No one can help me with my problem?
I've re-read your question but I am not entirely sure what you mean yet. Death animations would be kept in the en_animations.brf file to load in the Enhancement mod.
Title: Re: Have a question about Modding? Ask Here!
Post by: The Mighty McLovin on September 22, 2015, 04:40:14 pm
I think he means that when you die, you do a death animation before dying. He wants to remove that so you just have the ragdoll after, I'm not entirely sure how to do that, I know it's in a .txt* file you just have to remove though.
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on September 22, 2015, 05:30:09 pm
just delete them from actions.txt i think
Title: Re: Have a question about Modding? Ask Here!
Post by: Jean-Luc Picard on September 22, 2015, 06:02:58 pm
I think he means that when you die, you do a death animation before dying. He wants to remove that so you just have the ragdoll after, I'm not entirely sure how to do that, I know it's in a .txt* file you just have to remove though.

just delete them from actions.txt i think

Instant Ragdoll mod.

No death animations, where you're running or where you're standing. If you die, your body drops.

Just remove them from actions.txt file  :)

I tried this but just got unexpected crashes on launch directed to my action file.

https://www.mediafire.com/?r72cm3ppy1j2vfy

I simply tried removing the lines

(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fpuu.sh%2FkkiRE%2Facd454539d.png&hash=9ad4d66d717d4c3edf618f2bf9384ac0e57f5f09)

For all falls, but that caused crashes, so then I removed all of it including fall_chest_front fall_abdomen_hold_front etc etc.. Still crashes.

If you know what you're doing more than I do feel free to download it and give it a go, beware I use mods so the action file might make you crash anyway.
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on September 22, 2015, 06:05:25 pm
Maybe the animation just needs to be assigned to a blank animation in en_animations or so?
Title: Re: Have a question about Modding? Ask Here!
Post by: Jean-Luc Picard on September 22, 2015, 06:13:26 pm
Maybe the animation just needs to be assigned to a blank animation in en_animations or so?

I dont think I can create blank animations on openbrf, I'm totally not qualified for this lol.
Title: Re: Have a question about Modding? Ask Here!
Post by: Jean-Luc Picard on September 22, 2015, 06:19:25 pm
Ok I tried making the ani_death and en_anim_death files completely blank, they had no animations.

Loaded the game, no crash (good start)

Kill someone, they instantly go into the static position with their hands lifted either side, cant remember the name.

After 0.5-1 second of being in this information they collapse as a ragdoll.

Someone be a doll and make a mod for me with instant ragdolls lol?
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on September 22, 2015, 06:30:06 pm
Missing death animations in the animations.brf will cause a troop/player to T-pose on death.  :-\
Title: Re: Have a question about Modding? Ask Here!
Post by: Jean-Luc Picard on September 22, 2015, 06:50:16 pm
I have got it to work, and honestly.. If you asked me how I did it I wouldn't be able to tell you..

BUT to put it into a picture, it took this much fucking around to make it happen.

(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fpuu.sh%2Fkklya%2F91eb80e0c6.png&hash=d8d142a8bd5de58227589aabed30cac6fb7041e9)

I think the major problem originally was my Admintool for M&B which uses a custom action.txt was messing with some of the animations, even though I had previously replaced the lines..

Phew.. I can rest easy now...
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on September 22, 2015, 08:22:45 pm
So, im doing some units for WFaS. I retextured half-cuirass. But when I go somewhere, it's too bright. I added both specular and normal, but it's still too bright and it's really annoying. Any tips how to fix ?
(https://i.imgur.com/haog2pg.jpg)
Also, you can see at the center of the image there is a grey stratum which I would like to get rid of  too
Title: Re: Have a question about Modding? Ask Here!
Post by: The Mighty McLovin on September 22, 2015, 08:26:48 pm
You need to change shaders. I will assume that you're using simple_shader. If you have a bump and spec map then use specular_shader_skin_bump_colorspec_high then it should remove the brightness.

If it's not on the texture, then it might be on the model itself. If you right click on the model and click 'split into subcoordinated sub-meshes' then it will split the mesh into multiple meshes, where you can edit the components of the mesh. Make sure to delete the old mesh and then combine all the sub-meshes together.
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on September 22, 2015, 08:28:17 pm
You need to change shaders. I will assume that you're using simple_shader. If you have a bump and spec map then use specular_shader_skin_bump_colorspec_high then it should remove the brightness.

If it's not on the texture, then it might be on the model itself. If you right click on the model and click 'split into subcoordinated sub-meshes' then it will split the mesh into multiple meshes, where you can edit the components of the mesh. Make sure to delete the old mesh and then combine all the sub-meshes together.

Oh, I forgot about changing shader. Thx
Title: Re: Have a question about Modding? Ask Here!
Post by: The Mighty McLovin on September 22, 2015, 08:32:04 pm
You need to change shaders. I will assume that you're using simple_shader. If you have a bump and spec map then use specular_shader_skin_bump_colorspec_high then it should remove the brightness.

If it's not on the texture, then it might be on the model itself. If you right click on the model and click 'split into subcoordinated sub-meshes' then it will split the mesh into multiple meshes, where you can edit the components of the mesh. Make sure to delete the old mesh and then combine all the sub-meshes together.

Oh, I forgot about changing shader. Thx

No problem. :P
Title: Re: Have a question about Modding? Ask Here!
Post by: Kaasovic on September 22, 2015, 08:53:58 pm
I have got it to work, and honestly.. If you asked me how I did it I wouldn't be able to tell you..

BUT to put it into a picture, it took this much fucking around to make it happen.

(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fpuu.sh%2Fkklya%2F91eb80e0c6.png&hash=d8d142a8bd5de58227589aabed30cac6fb7041e9)

I think the major problem originally was my Admintool for M&B which uses a custom action.txt was messing with some of the animations, even though I had previously replaced the lines..

Phew.. I can rest easy now...

Couldn't you set the animation to 0 seconds?
Title: Re: Have a question about Modding? Ask Here!
Post by: Jean-Luc Picard on September 23, 2015, 07:54:30 am
I have got it to work, and honestly.. If you asked me how I did it I wouldn't be able to tell you..

BUT to put it into a picture, it took this much fucking around to make it happen.

I think the major problem originally was my Admintool for M&B which uses a custom action.txt was messing with some of the animations, even though I had previously replaced the lines..

Phew.. I can rest easy now...

Couldn't you set the animation to 0 seconds?

With opebrf you can't actually modify the animations.. at least to my knowledge...
Title: Re: Have a question about Modding? Ask Here!
Post by: Kaasovic on September 23, 2015, 10:16:51 am
I mean in the animations.txt, one should be the duration of the animation
Title: Re: Have a question about Modding? Ask Here!
Post by: DA_26thNC_Wesley on September 23, 2015, 12:43:44 pm
Hi im looking to change the battle maps in a single player mod and im not sure how to change them could someone explain to me how I would do this? thanks
Title: Re: Have a question about Modding? Ask Here!
Post by: Jean-Luc Picard on September 23, 2015, 06:42:35 pm
I mean in the animations.txt, one should be the duration of the animation

No idea what number that would be, I'm no coder :)

If you have any idea feel free to try it for yourself and post your results.

My fix is a little clunky so I'm always looking to improve :P
Title: Re: Have a question about Modding? Ask Here!
Post by: Bamse on October 05, 2015, 08:28:47 am
Where is the Coldstream officer pants located?
Title: Re: Have a question about Modding? Ask Here!
Post by: The Mighty McLovin on October 05, 2015, 08:45:36 am
Where is the Coldstream officer pants located?

mmbrituniforms.brf
Title: Re: Have a question about Modding? Ask Here!
Post by: Bamse on October 05, 2015, 08:52:46 am
Where is the Coldstream officer pants located?

mmbrituniforms.brf

Nope. they are not there. i belive they are using the Russian Dragoon pants. tho would love if there is a way for me to change that so they will use some pant model of my choice
Title: Re: Have a question about Modding? Ask Here!
Post by: The Mighty McLovin on October 05, 2015, 08:55:26 am
Where is the Coldstream officer pants located?

mmbrituniforms.brf

Nope. they are not there. i belive they are using the Russian Dragoon pants. tho would love if there is a way for me to change that so they will use some pant model of my choice

Oh, well I thought that they were there. I haven't got my computer to check so I can't really help you there. But if you press Ctrl + F and search "coldstream" you will be able to find it easier.
Title: Re: Have a question about Modding? Ask Here!
Post by: Bamse on October 05, 2015, 10:56:20 am
Ugh. Any tips on how to fix the Shader?
don't know what shader to assign to the clothes inside of openbrf.
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fimages.akamai.steamusercontent.com%2Fugc%2F574564421364869777%2F006C6616E2414CF4D920BB5DD6D1D021611DF756%2F&hash=29e0d11306d2b676751bca9b714ea9417c91f4a6)
[close]
Title: Re: Have a question about Modding? Ask Here!
Post by: The Mighty McLovin on October 05, 2015, 04:26:26 pm
Ok, do you have a bump-map and specular-map added for the textures in OpenBRF yet?
Title: Re: Have a question about Modding? Ask Here!
Post by: Bamse on October 05, 2015, 07:07:53 pm
Ok, do you have a bump-map and specular-map added for the textures in OpenBRF yet?

Yes they were in. i must have done something wrong since when i deleted all the materials and textures and then redone the thing it all worked :)
Title: Re: Have a question about Modding? Ask Here!
Post by: Ivkolya on October 07, 2015, 02:11:20 am
Hi all, I know it may be very noobish question, but where are meshes for face generator prescribed in module system? And maybe someone knows some tutorials how to make new hair and beards and add them in game, so they will be looking good and nice with any width and length of face and with any headgear too? :)

Or just some constants about hair are hardcored and there is no need to add new hair to module system?
Title: Re: Have a question about Modding? Ask Here!
Post by: Johny_Nawalony on October 13, 2015, 07:35:11 pm
I was doing some skin packs for me to feel good etc
Then i did something wrong and at some distance the pants of french line infantry (first unit)
Are dissapearing. Does anyone know solution for this shiet?

Edit
The GB marines pants are dissapearing too
Title: Re: Have a question about Modding? Ask Here!
Post by: Frederik on October 13, 2015, 07:47:39 pm
Go into mm_french_uniforms.brf, search for french_voltigeur_officer_pants, rightclick and click compute lods
Title: Re: Have a question about Modding? Ask Here!
Post by: Johny_Nawalony on October 13, 2015, 08:12:48 pm
Thank you so so much!!!! <3
Title: Re: Have a question about Modding? Ask Here!
Post by: Xakacu9l_BaJl on October 14, 2015, 07:55:25 am
Hi all. How do I display a message on screen for 2 teams at a specific time? NW. Sorry for my English.
Title: Re: Have a question about Modding? Ask Here!
Post by: Gokiller on October 14, 2015, 11:17:02 pm
Check this thread: https://www.fsegames.eu/forum/index.php?topic=7822.75
Title: Re: Have a question about Modding? Ask Here!
Post by: Xakacu9l_BaJl on October 15, 2015, 01:26:58 pm
It's not that. It is necessary that in 58 minutes for 2 teams received a message
Title: Re: Have a question about Modding? Ask Here!
Post by: Johny_Nawalony on October 17, 2015, 10:31:17 pm
Is there a tutorial how to change colors of uniforms in paint.net?
And how to add files into mmaterials and mmtextures ;D
Cos i want to do greatcoated france

And is there a way to have 2 or more variants of uniform for french infantry?
Title: Re: Have a question about Modding? Ask Here!
Post by: Conway on October 18, 2015, 06:27:04 am
I'm fairly certain I know the wander but could you enable single player in NW by moving the components from Native?
Title: Re: Have a question about Modding? Ask Here!
Post by: Gokiller on October 19, 2015, 09:06:06 pm
I'm fairly certain I know the wander but could you enable single player in NW by moving the components from Native?
Yeah that's possible, you'll just have to enable it in the module.ini and sort its position with the MS.

Though after that you still have to make quite a few adjustments before you can actually do anything in the NW build in "wip-singleplayer".

Is there a tutorial how to change colors of uniforms in paint.net?
And how to add files into mmaterials and mmtextures ;D
Cos i want to do greatcoated france

And is there a way to have 2 or more variants of uniform for french infantry?
1. Google/Youtube is your friend.
2. You use OpenBrf and Import the wanted texture files. (extension: dds.
3. Yeah that's possibly, not sure how to do it client-side. However with the MS you can just add the item to the wanted troop. I believe Wilhelms tutorial should explain that quite well.
Title: Re: Have a question about Modding? Ask Here!
Post by: Johny_Nawalony on October 20, 2015, 06:22:53 pm
Found another problem in the way of my greatcoats ;d
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fimages.akamai.steamusercontent.com%2Fugc%2F398925305505501594%2FF44F3898B4E8D1AF6CA01FA95330E08F2C1CD0ED%2F&hash=adf9840478b65d33fe4109ab88f50859c8c4abf6)
[close]
Title: Re: Have a question about Modding? Ask Here!
Post by: The Mighty McLovin on October 20, 2015, 06:24:19 pm
Looks like a shader problem.
Title: Re: Have a question about Modding? Ask Here!
Post by: Gokiller on October 20, 2015, 06:35:30 pm
Indeed can you show us the OpenBRF file?
Title: Re: Have a question about Modding? Ask Here!
Post by: Johny_Nawalony on October 20, 2015, 06:59:24 pm
Sure
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fpostimg.org%2Fimage%2Fvwbazydp5%2Ffull%2F&hash=95a558974ecdc653e9e6231802c4c38e7abcb30e)
[close]
Title: Re: Have a question about Modding? Ask Here!
Post by: The Mighty McLovin on October 20, 2015, 07:01:06 pm
Sure
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fpostimg.org%2Fimage%2Fvwbazydp5%2Ffull%2F&hash=95a558974ecdc653e9e6231802c4c38e7abcb30e)
[close]

Go in the material tab and then show us.
Title: Re: Have a question about Modding? Ask Here!
Post by: Johny_Nawalony on October 20, 2015, 07:04:09 pm
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fs3.postimg.org%2Fqsu3izsf7%2FFor_u.png&hash=135af0ec0bdffad93efd477f602183d2927648d3)
[close]
Title: Re: Have a question about Modding? Ask Here!
Post by: The Mighty McLovin on October 20, 2015, 07:06:49 pm
I believe it should be this:

specular_shader_skin_bump_colorspec_high

SpecRGB 25.000 x3
Coeff 12.000
Flags 20
Title: Re: Have a question about Modding? Ask Here!
Post by: Johny_Nawalony on October 20, 2015, 07:38:23 pm
Better but still

Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fimages.akamai.steamusercontent.com%2Fugc%2F398925305505724483%2F1B1D0C3EA67E1160416F827F5852F974569E4C5C%2F&hash=6c4a021901f7f15cc2e1f8fb795b91074a112914)
[close]
Title: Re: Have a question about Modding? Ask Here!
Post by: The Mighty McLovin on October 20, 2015, 08:23:47 pm
Could be a texture or a shader problem, can't really help you from there..
Title: Re: Have a question about Modding? Ask Here!
Post by: Johny_Nawalony on October 20, 2015, 08:32:34 pm
Aw shit D: I dont have any idea for solution  :-[
Fck!!!

I need to solve this problem fast :d
Title: Re: Have a question about Modding? Ask Here!
Post by: Gokiller on October 20, 2015, 08:49:36 pm
We pointed you into the right direction. Now it's up to you to find out what works. If you really want to learn how to do something, the best way is to put some effort into finding the problem yourself and obviously fixing it.

(Psst.. *TIP*: Start toying with the SpecRGB, Coeff and flagg numbers...)
Title: Re: Have a question about Modding? Ask Here!
Post by: Johny_Nawalony on October 20, 2015, 09:05:39 pm
Toying is my speciality   ;D
Title: Re: Have a question about Modding? Ask Here!
Post by: Kaasovic on October 21, 2015, 01:33:07 am
Bright white color usually refers to a missing texture part, (normal, spec, bump)
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on October 21, 2015, 01:38:01 am
Or it can be a missing texture .dds not loaded in mmtextures yet, check the material tab if it cannot be found on a used texture. Or even a already used texture.
Title: Re: Have a question about Modding? Ask Here!
Post by: Johny_Nawalony on October 21, 2015, 03:11:29 pm
Does it will load automatically in the mmtextures cuz i dont know im newbie ;d
thas very first texture i want to do like it
Spoiler
(https://www.michtoy.com/michtoy/Picture3_HTI-9310_3.jpg)
[close]
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on October 21, 2015, 03:17:04 pm
Yes a texture needs to be loaded in mmtextures, no it will not do it for you automatically if that's what you mean.
Title: Re: Have a question about Modding? Ask Here!
Post by: The Mighty McLovin on October 21, 2015, 04:22:54 pm
Try putting your texture in mmmaterials.brf along with your spec and bump and the other stuff. Works for me most times.
Title: Re: Have a question about Modding? Ask Here!
Post by: Johny_Nawalony on October 21, 2015, 06:54:37 pm
Did everything as you said worked
Title: Re: Have a question about Modding? Ask Here!
Post by: Johny_Nawalony on October 22, 2015, 03:21:13 pm
New problem this time with lods D:
Title: Re: Have a question about Modding? Ask Here!
Post by: The Mighty McLovin on October 22, 2015, 04:42:37 pm
That's easy. Just right click on the mesh and press "compile LODs" and that should work.
Title: Re: Have a question about Modding? Ask Here!
Post by: Johny_Nawalony on October 22, 2015, 05:05:07 pm
I know but theres problem with texture everytime i try to Compute Lods theres an error

,,Assertion failed

expression x.f!=0

For information on how your program can cause an assertion
failure, see the Visual C++ doccumentation on asserts

(Please retry to debug the application - JIT must be enabled)"

Problem is with some backpacks (voltigeur and 84e gren)

Title: Re: Have a question about Modding? Ask Here!
Post by: The Mighty McLovin on October 22, 2015, 05:08:09 pm
Don't know, sorry :(.

Someone more experienced might be able to help you though.
Title: Re: Have a question about Modding? Ask Here!
Post by: Johny_Nawalony on October 22, 2015, 06:26:20 pm
I'll need fast answer cos its only thing that stops me from releasing mine greatcoated france D:
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on October 22, 2015, 08:21:09 pm
Try to find a useable lod and go from there, a similar great coat model LODs should suffice so simply copy paste and change their material name used so it's the same color.
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on October 27, 2015, 11:07:24 pm
Any idea where is Prussian 8th officer pants mesh ?
Kaasovic un-mute  :-[
Title: Re: Have a question about Modding? Ask Here!
Post by: The Mighty McLovin on October 27, 2015, 11:12:24 pm
mmprusrussuniforms.brf or mmprussianuniforms.brf.

Dunno, haven't checked the resource folder in a while. Haven't got my computer to check either, sorry.
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on October 28, 2015, 12:02:43 am
Any idea where is Prussian 8th officer pants mesh ?
Kaasovic un-mute  :-[

mesh is rus_dragoon_pants1 assigned in inventory

in mm_russian_uniforms.brf below rus_dragoon_off mesh

module_items and module_troops files are quite handy, especially to see what pants are shared between each unit.
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on October 28, 2015, 12:08:23 am
Any idea where is Prussian 8th officer pants mesh ?
Kaasovic un-mute  :-[

mesh is rus_dragoon_pants1 assigned in inventory

in mm_russian_uniforms.brf below rus_dragoon_off mesh

module_items and module_troops files are quite handy, especially to see what pants are shared between each unit.

thx
Title: Re: Have a question about Modding? Ask Here!
Post by: PolarBeats on November 01, 2015, 07:28:30 am
*Disclaimer: I dont know if this has been answered before because I honestly didnt even check, to many pages so little time <3

Changing unit names in the troops.txt folder for Britain and everything is going fine. Names look good whatever, last one I have left are for the Navy and for whatever reason, if I change all the naval unit names my game crashes with the error saying that it has trouble reading the troop.txt file. I did this with notepad and I noticed that it would create odd spaces in the digits that didnt belong, with the advice of a good buddy I upgraded to notepad++ and the good news is the digits dont get moved around randomly. But the game still crashes with the same error which I find odd. I went back and as a test I placed "i" in the names of all the existing units and the game didnt crash but the game also didnt include the misplaced "i"'s. Any thoughts on why this is happening?
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on November 01, 2015, 12:05:30 pm
*Disclaimer: I dont know if this has been answered before because I honestly didnt even check, to many pages so little time <3

Changing unit names in the troops.txt folder for Britain and everything is going fine. Names look good whatever, last one I have left are for the Navy and for whatever reason, if I change all the naval unit names my game crashes with the error saying that it has trouble reading the troop.txt file. I did this with notepad and I noticed that it would create odd spaces in the digits that didnt belong, with the advice of a good buddy I upgraded to notepad++ and the good news is the digits dont get moved around randomly. But the game still crashes with the same error which I find odd. I went back and as a test I placed "i" in the names of all the existing units and the game didnt crash but the game also didnt include the misplaced "i"'s. Any thoughts on why this is happening?

Can you tell me the name you want to add for marines? And can you tell me what the error says? "saying that it has trouble reading" doesn't help much.
If you are using apostrophe, make sure you use this one ' not this one ’
Title: Re: Have a question about Modding? Ask Here!
Post by: Johny_Nawalony on November 01, 2015, 09:45:54 pm
Can someone help me with one backpack lod ? I cannot change it to another cos it fits the best and have good greatcoat color on it D:

When i try to compute it theres a while lag then OpenBrf Stopped working C:

And i would like to ask for skin presentation animation :D
Title: Re: Have a question about Modding? Ask Here!
Post by: Grozni on November 01, 2015, 10:08:52 pm
Can someone help me with one backpack lod ? I cannot change it to another cos it fits the best and have good greatcoat color on it D:

When i try to compute it theres a while lag then OpenBrf Stopped working C:


Sounds like the model is not well done or has too many faces.

OpenBRF can sometimes act like it crashed when it does complex stuff, but if you do not click anything and give it some time it may start working again with lod compute job finished.
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on November 01, 2015, 10:46:41 pm
Some meshes in openBRF just do not want to compute LODs in any attempt done. Second best thing is to use a similar mesh shape and modify it.
Title: Re: Have a question about Modding? Ask Here!
Post by: PolarBeats on November 01, 2015, 11:39:54 pm
*Disclaimer: I dont know if this has been answered before because I honestly didnt even check, to many pages so little time <3

Changing unit names in the troops.txt folder for Britain and everything is going fine. Names look good whatever, last one I have left are for the Navy and for whatever reason, if I change all the naval unit names my game crashes with the error saying that it has trouble reading the troop.txt file. I did this with notepad and I noticed that it would create odd spaces in the digits that didnt belong, with the advice of a good buddy I upgraded to notepad++ and the good news is the digits dont get moved around randomly. But the game still crashes with the same error which I find odd. I went back and as a test I placed "i" in the names of all the existing units and the game didnt crash but the game also didnt include the misplaced "i"'s. Any thoughts on why this is happening?

Can you tell me the name you want to add for marines? And can you tell me what the error says? "saying that it has trouble reading" doesn't help much.
If you are using apostrophe, make sure you use this one ' not this one ’

I figured it out, thanks because what you said made me look closer and I didnt notice the words "Ship_Crew" was before the navy units so I deleted the whole thing and replaced the name, which then caused it to misread the .txt file.
Title: Re: Have a question about Modding? Ask Here!
Post by: Pandur on November 03, 2015, 12:45:05 pm
Hey
I was wondering what do i need to change so my guns shoot rapidly like machine gun.
I want to make machine gun instead of cannon so it shoots rapidly.
Is it eaven posible?
Title: Re: Have a question about Modding? Ask Here!
Post by: Grozni on November 03, 2015, 01:07:09 pm
Hey
I was wondering what do i need to change so my guns shoot rapidly like machine gun.
I want to make machine gun instead of cannon so it shoots rapidly.
Is it eaven posible?

You can set max_ammo to value higher than one which means it would be able to fire more bullets before reloading with fire rate being the weapon's speed rating, so by setting speed rating to really high it would be able to shoot as fast as you click, but thats the problem you would have to click all the time, there is no autofire (shoot as long as button is down) function, you would have to script that yourself, tho you can find those scripts on this or taleworld's forum not sure, search for "autofire" or something like that.
Title: Re: Have a question about Modding? Ask Here!
Post by: Pandur on November 03, 2015, 02:03:53 pm
Aight tnx for help:3
Title: Re: Have a question about Modding? Ask Here!
Post by: Johny_Nawalony on November 04, 2015, 04:18:30 pm
Sup everyone i have one question is there any tutorial how to edit or create new plume ?
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on November 04, 2015, 11:51:22 pm
A new plume.. as in the color or shape? Plumes_texture.dds and paint.net or GIMP for example can repaint textures.
Title: Re: Have a question about Modding? Ask Here!
Post by: Johny_Nawalony on November 05, 2015, 03:47:49 pm
Recolour bearskin plume to be half green and red (im making it for chasseur a pied bearskin)
Title: Re: Have a question about Modding? Ask Here!
Post by: Johny_Nawalony on November 06, 2015, 03:37:41 pm
Is there a way to make musket shots even more louder ?

And where is placed background texture :D
Title: Re: Have a question about Modding? Ask Here!
Post by: Johny_Nawalony on November 08, 2015, 12:46:55 am
Uhm and ehh , where can i find reliable uniform templates?
Title: Re: Have a question about Modding? Ask Here!
Post by: Ivkolya on November 10, 2015, 07:21:04 pm
Hi all, got an important question - is there a way to change two different animations in same time? I want to change animation of horseman, but it must match animation of horse.

It seems, I found the answer - first you need to import mesh and animation of horse (or horseman), rename all bones, and after that import mesh and animation of horseman (or horse). And after changing animation just delete mesh and skeleton you don't neeed (horse or horseman) and rename bones back.
Title: Re: Have a question about Modding? Ask Here!
Post by: Dokletian on November 11, 2015, 02:35:24 pm
How can I rename the troops ?
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on November 11, 2015, 02:37:40 pm
How can I rename the troops ?
depends on if you want to create a mod or modify NW. If just modify then go to NW folder and open troops.txt. Here you will find names for every unit. Just find the one which you want to edit and rename it
Title: Re: Have a question about Modding? Ask Here!
Post by: Dokletian on November 11, 2015, 02:38:27 pm

How can I rename the troops ?
depends on if you want to create a mod or modify NW. If just modify then go to NW folder and open troops.txt. Here you will find names for every unit. Just find the one which you want to edit and rename it
I did it, but nothing happened :(
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on November 11, 2015, 10:21:01 pm
You certain you are renaming the troop's in-game name? Not their troop code name?

trp_french_infantry_nco 45e_Regiment_d'Infanterie_de_ligne Eagle_Bearer

trp_french_infantry_nco - troop code name, do not modify in text editing
45e_Regiment_d'Infanterie_de_ligne - troop in-game name, underscores become spaces in-game
Eagle_Bearer - troop's rank displayed in-game
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on November 14, 2015, 06:02:54 pm
I know this was asked before, but im lazy to find it. So, how do I change hat for one troop if another troop uses the same mesh? Like Erzherzog's infantry uses the same mesh for shako as the Freiherr's one, but I want to change it for Freiherr's only
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on November 15, 2015, 11:08:32 am
I know this was asked before, but im lazy to find it. So, how do I change hat for one troop if another troop uses the same mesh? Like Erzherzog's infantry uses the same mesh for shako as the Freiherr's one, but I want to change it for Freiherr's only
anyone?  :'(
Title: Re: Have a question about Modding? Ask Here!
Post by: The Mighty McLovin on November 15, 2015, 12:32:38 pm
Don't know man, but you can remove the hat for that unit, and place the new hat on the torso of your unit and move it so that it looks like its on the head... other than that, I'm clueless.
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on November 15, 2015, 12:42:57 pm
Don't know man, but you can remove the hat for that unit, and place the new hat on the torso of your unit and move it so that it looks like its on the head... other than that, I'm clueless.
nice idea, will maybe do it like that. thx
Title: Re: Have a question about Modding? Ask Here!
Post by: Johny_Nawalony on November 15, 2015, 04:17:17 pm
maybe create new material and texture for one of them ? :D

In the meaning let them have separate materials and tex.
Title: Re: Have a question about Modding? Ask Here!
Post by: Ivkolya on November 15, 2015, 04:30:30 pm
Hi all! I'm working on animation of horseman, and have questions.
I want units, armed with swords, to ride in charge with swords raised up and forward when gallop, like that:

Spoiler
(https://pp.vk.me/c627831/v627831177/24542/rEGEVcvFhV4.jpg)
[close]

But if I'll make such move as part of main horseman animation - all units (except maybe lancers) will ride like that all the time, and if they will be empty-handed, they will look like some riding Nazis :D I assume, animation can be depended on weapon type (like lancers have their own animation). But even if I'll bind this animation to swords, they will ride so all the time, even if they just ride as maneuver, not in charge. Lancers-bots too always ride like they want to kill someone with their lances, I don't like that, but I don't know what can be done with it. Lancers-humans can peacefuly ride even in gallop untill they press X, so I thought, maybe such move can be also bound to X, like in lances? But in lances by pressing X player enters "knights" (or how is it called) mode, and which mode can be entered by pressing X in swords? Or maybe we can just bind such charging animation to X (or maybe another key), but so bots maybe will not use it.
Also I was hinking to archieve this by changing of animation of upright strike with sword and make such move as beginning of swing, but I think as swing such move is too small and light.

I hope I explained it all clear, so how would you solve such problem?)

Oh, and another question about animation - is it possible to move bone separately of skeleton for certain frames of animation? Or if I'll detach bones of items and make for weapons their own skeleton (of two bones or even of one bone, as in my mod there will be no shields), will it work in game? And will it be compatible with native animations (names of bones will be the same, so I think it must work) or shoul I change all animations with new skeletons?
Title: Re: Have a question about Modding? Ask Here!
Post by: Johny_Nawalony on November 15, 2015, 04:59:52 pm
I dont think it able to fix there are no seperate animation for riding without weapon (If i remember properly
Title: Re: Have a question about Modding? Ask Here!
Post by: Johny_Nawalony on November 15, 2015, 05:00:35 pm
Btw does anyone know how can i fix shader on plumes ;-;
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on November 15, 2015, 05:47:19 pm
Btw does anyone know how can i fix shader on plumes ;-;
do you mean when it's night? As far as I know you can't fix that
Title: Re: Have a question about Modding? Ask Here!
Post by: Johny_Nawalony on November 15, 2015, 08:15:17 pm
Plume shader in night etc.
Title: Re: Have a question about Modding? Ask Here!
Post by: Ivkolya on November 16, 2015, 04:46:34 am
I dont think it able to fix there are no seperate animation for riding without weapon (If i remember properly
Main horseman animation is for riding with and without weapon, so my main question was, how to bind animation to kind of weapon, like lancers animation is bound to lances (I saw tutorial about how to bind animation to key, but it is another variant of solving my question), I think it ill be easiest way.
And I just thought maybe I can change animation of lower thrust with sword, so it will start with such position, but it will look silly when dismounted, so here comes another question: is it possible, to separate animations of strikes when mounted and when dismounted?

And I hope someone can answer my previous question about skeletons, it is maybe more important and could solve many problems:
Quote
is it possible to move bone separately of skeleton for certain frames of animation? Or if I'll detach bones of items and make for weapons their own skeleton (of two bones or even of one bone, as in my mod there will be no shields), will it work in game? And will it be compatible with native animations (names of bones will be the same, so I think it must work) or should I change all animations with new skeletons?
Title: Re: Have a question about Modding? Ask Here!
Post by: Johny_Nawalony on November 16, 2015, 05:00:44 pm
I dont think it able to fix there are no seperate animation for riding without weapon (If i remember properly

And I just thought maybe I can change animation of lower thrust with sword, so it will start with such position, but it will look silly when dismounted, so here comes another question: is it possible, to separate animations of strikes when mounted and when dismounted?
[/quote]

Again , i dont think its possible without doing something with scripts.txt or another shits
Title: Re: Have a question about Modding? Ask Here!
Post by: Johny_Nawalony on November 16, 2015, 05:02:02 pm
I've got a question too :) Does anyone know how can i change the name ,,ranker'' (the one displaying on troop selection) to something like ,,Voltigeur'' or ,,Fusilier'' :)
Title: Re: Have a question about Modding? Ask Here!
Post by: Ivkolya on November 16, 2015, 07:41:16 pm
Again , i dont think its possible without doing something with scripts.txt or another shits
I asked if it is possible, I mean in any way, I just gave example how I think it can be solved.
And your opinion I got from first time, that was enough, thanks.

I've got a question too :) Does anyone know how can i change the name ,,ranker'' (the one displaying on troop selection) to something like ,,Voltigeur'' or ,,Fusilier'' :)
I assume you're asking not about module system changes, so just go to module folder, open file strings.txt, search for line
Code
str_ranker Ranker
and change it whatever you want, as example
Code
str_ranker Voltigeur
(but it will change "rankers" to "voltigeurs" in all factions, and as example for Britain or Russia it will be weird)
Title: Re: Have a question about Modding? Ask Here!
Post by: Johny_Nawalony on November 16, 2015, 08:30:44 pm
Thx for answer '=' yup that will look weird i dont think i'll use it :)
Title: Re: Have a question about Modding? Ask Here!
Post by: Malkolm R. Lind on November 23, 2015, 06:51:45 am
I think, if you put more then 1 uniform on a troop, in the module_troops, they will randomize. Else you could always do it the partizani/sailor way
Yup the most easiest way is setting in module_troops the uniforms to be randomized, like itm_british_infantry, itm_british_infantry_variant etc each uniform added to the mix will increase the randomization and putting a uniform multiple times over one like a weapon can decrease or increase the likelihood to show up.
Wait, is this possible without having a incompatible module with everyone else? :o
Title: Re: Have a question about Modding? Ask Here!
Post by: Grozni on November 23, 2015, 10:46:22 am
I think, if you put more then 1 uniform on a troop, in the module_troops, they will randomize. Else you could always do it the partizani/sailor way
Yup the most easiest way is setting in module_troops the uniforms to be randomized, like itm_british_infantry, itm_british_infantry_variant etc each uniform added to the mix will increase the randomization and putting a uniform multiple times over one like a weapon can decrease or increase the likelihood to show up.
Wait, is this possible without having a incompatible module with everyone else? :o

If you just alter your version of module troops on vanilla NW by adding more clothing variants and log on to a standard server, chances are you'll spawn naked and get "kicked for cheating" by a script.
Title: Re: Have a question about Modding? Ask Here!
Post by: Malkolm R. Lind on November 23, 2015, 12:06:51 pm
I think, if you put more then 1 uniform on a troop, in the module_troops, they will randomize. Else you could always do it the partizani/sailor way
Yup the most easiest way is setting in module_troops the uniforms to be randomized, like itm_british_infantry, itm_british_infantry_variant etc each uniform added to the mix will increase the randomization and putting a uniform multiple times over one like a weapon can decrease or increase the likelihood to show up.
Wait, is this possible without having a incompatible module with everyone else? :o

If you just alter your version of module troops on vanilla NW by adding more clothing variants and log on to a standard server, chances are you'll spawn naked and get "kicked for cheating" by a script.
Called it.
Title: Re: Have a question about Modding? Ask Here!
Post by: Johny_Nawalony on November 25, 2015, 04:34:58 pm
Ive got a question , is there any mod that will replace music to distand battle sounds?
I want to feel deeper into the battlefield of NW
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on November 25, 2015, 04:42:13 pm
Ive got a question , is there any mod that will replace music to distand battle sounds?
I want to feel deeper into the battlefield of NW
I know only WaT
Title: Re: Have a question about Modding? Ask Here!
Post by: Johny_Nawalony on November 26, 2015, 10:24:51 am
Does anyone knows how can i make uniforms look a bit dirty with mud on them?
Title: Re: Have a question about Modding? Ask Here!
Post by: Kaasovic on November 26, 2015, 10:28:44 am
Edit the texture lol
Title: Re: Have a question about Modding? Ask Here!
Post by: Rhen on November 26, 2015, 11:00:27 am
Find stains as images (probs. best with pngs.) and just edit them onto the uniform(s)?
Title: Re: Have a question about Modding? Ask Here!
Post by: Grozni on November 26, 2015, 11:35:33 am
Ive got a question , is there any mod that will replace music to distand battle sounds?
I want to feel deeper into the battlefield of NW

-Download some atmospheric battlefield background sound (or if can't find any you're happy with, learn to use free software like Audacity to create one long sound composed of several smaller sounds you downloaded, play around with effects menu to create the impression of distance and open space).
-Then, in case you just downloaded a sound, it will probably be .wav or .mp3, use some free tool to convert your sound into .ogg format (there are even websites where you can convert files online without downloading any program).
-Then, per each .ogg file in Modules/Napoleonic Wars/Music/ copy your new .ogg file into that folder, each time renaming the file as one of music files, so you overwrite them all. In the end folder should look the same with all the files named the same way, with difference being that each file will actually be that sound you prepared. Alternatively you could prepare several different sounds rather than one, so as music track changes so do sounds change, adding randomness to it all.
-Test in-game. Fix problems if they pop up or alter the sound more if you're not happy with it.
-After you're sure it is all working well, pack your Music folder into .rar or .zip, upload to forum, make forum thread about a new modification and name it after yourself, and voilà, there is now a mod which does what you wanted it to.


Does anyone knows how can i make uniforms look a bit dirty with mud on them?
Impossible without altering each damn texture, and there are many. Photoshop and some other programs can do batch operations on large number of files, meaning you could automatize adding mud layer to many images, but results wouldn't be as good as if you drawn mud by hand. Adding good looking mud to all uniforms is a large project (not to mention you would have to alter normalmap and specularmap images as well for most realistic results) but you could add mud to one uniform for fun and practice, look for some texturing tutorial around here or on taleworlds forum.
Title: Re: Have a question about Modding? Ask Here!
Post by: Johny_Nawalony on November 26, 2015, 12:49:55 pm
Thanks for reply ! :D
Title: Re: Have a question about Modding? Ask Here!
Post by: Grozni on November 26, 2015, 01:18:04 pm
-Download some atmospheric battlefield background sound (or if can't find any you're happy with, learn to use free software like Audacity to create one long sound composed of several smaller sounds you downloaded, play around with effects menu to create the impression of distance and open space).
-Then, in case you just downloaded a sound, it will probably be .wav or .mp3, use some free tool to convert your sound into .ogg format (there are even websites where you can convert files online without downloading any program).
-Then, per each .ogg file in Modules/Napoleonic Wars/Music/ copy your new .ogg file into that folder, each time renaming the file as one of music files, so you overwrite them all. In the end folder should look the same with all the files named the same way, with difference being that each file will actually be that sound you prepared. Alternatively you could prepare several different sounds rather than one, so as music track changes so do sounds change, adding randomness to it all.
-Test in-game. Fix problems if they pop up or alter the sound more if you're not happy with it.
-After you're sure it is all working well, pack your Music folder into .rar or .zip, upload to forum, make forum thread about a new modification and name it after yourself, and voilà, there is now a mod which does what you wanted it to.

I forgot to add, this is just the most brute way to replace music, as I assumed you don't want to touch coding and would do grinding manual work instead.

To make your modification more professional and a smaller download, you can try editing music.txt or compiling from module system (after altering entries module_music.py), and then distribute your version of music.txt with your sound files. It would be a smaller download as your list of music would include only the files you created, there would be no duplicate sound files to download, and there would be less grinding work as you wouldn't have to replace all the existing music files.

Also, you might want to leave mm_intro.ogg as it is, unless you want battlefield sounds to be heard in main menu as well, I'm not sure if this would be cool or annoying.
Title: Re: Have a question about Modding? Ask Here!
Post by: Johny_Nawalony on November 26, 2015, 02:21:26 pm
Thanks  , is there a way to insert an audio file into answer? i would like to show you and ask is it good :D
Title: Re: Have a question about Modding? Ask Here!
Post by: Johny_Nawalony on November 30, 2015, 06:00:30 pm
I would like to ask how can i make banner look like this ->
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.flagi-sklep.pl%2Fwp-content%2Fuploads%2F2014%2F01%2F25.jpg&hash=c663cab546ad775b665ea15554f9f997c272cf7c)
[close]
From this ->
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fvignette4.wikia.nocookie.net%2Fcallofduty%2Fimages%2F7%2F7a%2FFlaga-polska.jpg%2Frevision%2Flatest%3Fcb%3D20140630230002%26amp%3Bpath-prefix%3Dpl&hash=a971f3a701113a3bcd8a1a5df09d5d84c58b4c58)
[close]
(DINTS)
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on December 16, 2015, 06:43:48 pm
I would like to ask how can i make banner look like this ->
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.flagi-sklep.pl%2Fwp-content%2Fuploads%2F2014%2F01%2F25.jpg&hash=c663cab546ad775b665ea15554f9f997c272cf7c)
[close]
From this ->
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fvignette4.wikia.nocookie.net%2Fcallofduty%2Fimages%2F7%2F7a%2FFlaga-polska.jpg%2Frevision%2Flatest%3Fcb%3D20140630230002%26amp%3Bpath-prefix%3Dpl&hash=a971f3a701113a3bcd8a1a5df09d5d84c58b4c58)
[close]
(DINTS)
I'm too trying to figure out :/
Title: Re: Have a question about Modding? Ask Here!
Post by: Conway on December 16, 2015, 10:45:06 pm
http://s18.postimg.org/o9m976049/transparento2.png

Put it in the layer above your flag.
Title: Re: Have a question about Modding? Ask Here!
Post by: Johny_Nawalony on December 17, 2015, 02:51:43 pm
Dayum Thx
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on December 17, 2015, 08:24:04 pm
Can someone explain me what is Spec RGB, Coeff and Flags in materials?
Title: Re: Have a question about Modding? Ask Here!
Post by: Johny_Nawalony on December 17, 2015, 09:49:23 pm
Is it posibble , to make a mod which will increase maximum number of players on server umm for example from 200 to 250?
Title: Re: Have a question about Modding? Ask Here!
Post by: Ivkolya on December 24, 2015, 09:54:52 pm
Hi all, in my Crimean war mod there will be obviously many fortifications made of gabions and sandbags, so I'm facing a problem now - if these gabions will be made separately, there will be way too many polygons, so it will sinificantly decrease FPS even on good PC.
I made my own gabions, with 8 (instead of 12 like in NW) sides, and 1/3 gabions for lower rows, but still there will be too many polygons, I think (ca. 25 polygons per gabion, and I'll need hundreds of them). Also, these walls of gabions in 2-3 rows high can be made as couple polygons and gabions can be drawn on them, but I think it will be very poor image.
How many vertices and polygons can be in building, so it will not burn player's PC?:)
If there were already such fortifications in some mod, how is that problem solved there?

Plus, at least front gabions of gun positions must be destroyable, so another question is - how many destroyable objects can be on the map, so it will be good for performance? In Unreal engine each destroyable object is an agent, is it so in NW too?

P.S. Merry Christmas everybody:)
Title: Re: Have a question about Modding? Ask Here!
Post by: Grozni on December 24, 2015, 11:55:06 pm
Hi all, in my Crimean war mod there will be obviously many fortifications made of gabions and sandbags, so I'm facing a problem now - if these gabions will be made separately, there will be way too many polygons, so it will sinificantly decrease FPS even on good PC.
I made my own gabions, with 8 (instead of 12 like in NW) sides, and 1/3 gabions for lower rows, but still there will be too many polygons, I think (ca. 25 polygons per gabion, and I'll need hundreds of them). Also, these walls of gabions in 2-3 rows high can be made as couple polygons and gabions can be drawn on them, but I think it will be very poor image.
How many vertices and polygons can be in building, so it will not burn player's PC?:)
If there were already such fortifications in some mod, how is that problem solved there?

Plus, at least front gabions of gun positions must be destroyable, so another question is - how many destroyable objects can be on the map, so it will be good for performance? In Unreal engine each destroyable object is an agent, is it so in NW too?

P.S. Merry Christmas everybody:)

My two cents, until someone gives a more educated answer.

You'll just have to improvise a lot.

One way is avoidance - all good mods avoided stuff which don't work well on M&B engine and focused on making other fun aspects work well.

But since rows of gabions are big part of your period's visual identity, I'd rather go with having row of gabions a single object, an actual single object so you have only outer faces while sides of gabion which touch don't have a face.

If you really must have lots of destructable gabions then go with the way NW walls are made - they are not actual destructable object but cannonball is coded to make them change their state once it collides with them and explosion is coded to change their state if in radius. This way you don't rely on game engine's costly destructable objects but on a piece of code which activates only during cannonball's flight or when TNT explodes. You would still have lots of objects but they wouldn't be flagged destructible (by the way I have no clue how costly a destructable game object is, but i'm sure they are not as costly as spawning an agent since they only have a collider object and no other stuff like AI attached). This would make sense since a piercing bullet hole shouldn't be able to destroy (or even penetrate) a gabion while explosions did the job. As for infantry destroying gabions with bayonets and sabres, I'd have no problem leaving that out since it looks a bit stupid, a melee weapon would likely get stuck inside rather than reduce its hit points. If you think infantry must be able to remove gabions then you could code a special button/action just for that. In any case I don't see how infantry could use melee weapon strikes to destroy gabions as they are piled together and able to withstand a cannonball strike, so imho it would make perfect sense to use this solution rather than destructable objects.
Title: Re: Have a question about Modding? Ask Here!
Post by: Ivkolya on December 25, 2015, 01:48:54 am
I thought there is only one way to make object destructable - the way you described, make models of object and destroyed object, and then use dark magic in scripts:)
I made these "1/3 gabions" (I don't want to make them as single object, I place them higher/lower, with different angles, so it is more realistic) for rows, where gabions are not completely seen (but it seems, almost all gabions will be not completely seen, it makes things a little easier), each "1/3 gabion" has 21 vertices and 12 faces (I think I must replace ground top on all gabions - there are holes, when I make second row, but it will add only 2-3 more vertices per gabion, I guess) so lowest row looks now like this:

Spoiler
(https://pp.vk.me/c630628/v630628177/11ac0/nbigpcRiKkc.jpg)

(https://pp.vk.me/c630628/v630628177/11ac9/rxgSPRCkOCM.jpg)
[close]

I think I'll need ca. 500 gabions per row, there will be 3 rows, so there will be 1500 gabions, so it will be ca.30000 vertices (but it is without batteries on both sides of tower), is it too many for building, or is it OK?
Title: Re: Have a question about Modding? Ask Here!
Post by: Grozni on December 25, 2015, 02:28:47 am
I thought there is only one way to make object destructable - the way you described, make models of object and destroyed object, and then use dark magic in scripts:)
I made these "1/3 gabions" (I don't want to make them as single object, I place them higher/lower, with different angles, so it is more realistic) for rows, where gabions are not completely seen (but it seems, almost all gabions will be not completely seen, it makes things a little easier), each "1/3 gabion" has 21 vertices and 12 faces (I think I must replace ground top on all gabions - there are holes, when I make second row, but it will add only 2-3 more vertices per gabion, I guess) so lowest row looks now like this:

Spoiler
(https://pp.vk.me/c630628/v630628177/11ac0/nbigpcRiKkc.jpg)

(https://pp.vk.me/c630628/v630628177/11ac9/rxgSPRCkOCM.jpg)
[close]

I think I'll need ca. 500 gabions per row, there will be 3 rows, so there will be 1500 gabions, so it will be ca.30000 vertices (but it is without batteries on both sides of tower), is it too many for building, or is it OK?

Well the usual way to make a scene prop destructable is by giving it proper flags, you have examples of that in module_scene_props.py. That way it reacts to any sort of melee or projectile strike but having lots of those may burden the server, not sure. If destructable objects are a burden, I would expect this to reflect in causing server lag and not the FPS lag (unless maybe if you're hosting server through your game rather than having dedicated server). I think primary reason NW walls are not made destructable the usual way is so common weapons can't affect them, but maybe this saves performance as well, like I said, not sure.

30,000 vertices is good, but then it depends on how many times 30000 you plan to have, but I think you're good. You will get most accurate answer by testing yourself. Get a FPS counter, load some heavy NW map with lots of complex scene props and note the FPS (keep in mind you would have to be standing at map corner and look towards the map center to get most FPS burden). Then make a scene in your mod with number of polygons known to you (for example 20 objects X 30000 vertices) and compare. Btw, sharing your findings here may be useful to some other folk in future.
Title: Re: Have a question about Modding? Ask Here!
Post by: Ivkolya on December 25, 2015, 11:18:52 am
OK, thanks for answer! Main question you've answered, if 30000 vertices are not that bad, so it is possible to make fortifications of separate gabions:)
I guess, I'll make gabions with even less count of vertices, and there will be LOD's too, so maybe it will be not that burden for server:)
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on December 25, 2015, 01:51:57 pm
http://s18.postimg.org/o9m976049/transparento2.png

Put it in the layer above your flag.
I don't understand. Could somebody explain me how to do it?
Title: Re: Have a question about Modding? Ask Here!
Post by: Grozni on December 25, 2015, 02:07:25 pm
http://s18.postimg.org/o9m976049/transparento2.png

Put it in the layer above your flag.
I don't understand. Could somebody explain me how to do it?

What he means is, put that as transparent layer above the flag layer in graphics editing software of your choice, like Photoshop or Gimp (free). Doing it in that way won't distort your image to make it look like it's a waving piece of cloth, but having that layer added over your image will trick the eye a bit. Adding transparent layer is simple to do, falls under basic knowledge of editing graphics, and is something you should learn to do before trying to mod textures. Exporting the image into .DSS is a bit trickier, you will need to install plugin for photoshop or gimp, and to import it into game you need to copy .dss into your mod's Textures folder and use openBRF to alter a material to use your texture or crate new material. Tutorials for all that could be found on this or taleworlds forum.
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on December 25, 2015, 02:08:46 pm
http://s18.postimg.org/o9m976049/transparento2.png

Put it in the layer above your flag.
I don't understand. Could somebody explain me how to do it?

What he means is, put that as transparent layer above the flag layer in graphics editing software of your choice, like Photoshop or Gimp (free). Doing it in that way won't distort your image to make it look like it's a waving piece of cloth, but having that layer added over your image will trick the eye a bit. Adding transparent layer is simple to do, falls under basic knowledge of editing graphics, and is something you should learn to do before trying to mod textures. Exporting the image into .DSS is a bit trickier, you will need to install plugin for photoshop or gimp, and to import it into game you need to copy .dss into your mod's Textures folder and use openBRF to alter a material to use your texture or crate new material. Tutorials for all that could be found on this or taleworlds forum.
I know texturing and stuff. But can I do this with the flags in paint.net too?

nevermind, I figured it out. Thanks!
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on December 26, 2015, 09:45:49 am
I have a problem. Anytime I press C, the soldier doesn't say anything. What could be the problem?
EDIT: He says something, but after a long time. Also Officer classes should be able to say something every second, but they aren't
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on December 26, 2015, 09:53:18 am
I have a problem. Anytime I press C, the soldier doesn't say anything. What could be the problem?
EDIT: He says something, but after a long time. Also Officer classes should be able to say something every second, but they aren't
The problem for the soldier not saying anything when you press C could be because the sound file is a different type from the one that is coded. Most commonly it is a .ogg file to replace in the module_sounds with .wav files. As for the long delay, that might be caused by the sound file itself. I do not know how to fix it off the top of my head.
New officer troops need to be coded in module_scripts for the bonuses and all to take effect, including NCOs, musicians and generals.
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on December 26, 2015, 09:56:35 am
I have a problem. Anytime I press C, the soldier doesn't say anything. What could be the problem?
EDIT: He says something, but after a long time. Also Officer classes should be able to say something every second, but they aren't
The problem for the soldier not saying anything when you press C could be because the sound file is a different type from the one that is coded. Most commonly it is a .ogg file to replace in the module_sounds with .wav files. As for the long delay, that might be caused by the sound file itself. I do not know how to fix it off the top of my head.
New officer troops need to be coded in module_scripts for the bonuses and all to take effect, including NCOs, musicians and generals.
Thanks. And do you know where is the line including the script for officer, NCO and musicians?
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on December 27, 2015, 12:36:40 am
It's in module_scripts near the top of the file, just search for trp_british_infantry_drum and you should find the section.
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on December 27, 2015, 09:26:44 pm
How to make specular map in paint.net? I'm using Specular plugin but it looks weird and in-game it's really ugly
Title: Re: Have a question about Modding? Ask Here!
Post by: Conway on December 28, 2015, 06:27:27 pm
Ask Merks, he made idea showing you how but removed them. Think you just take aspec map colour and tint everything with it. That's the general idea atleast.
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Post by: Dazzer on December 28, 2015, 06:37:13 pm
Ask Merks, he made idea showing you how but removed them. Think you just take aspec map colour and tint everything with it. That's the general idea atleast.
I've also heard about this method, but I don't believe it works
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Post by: Grozni on December 28, 2015, 06:56:28 pm
I'm not an expert on this but it shouldn't be too complicated to get working specmap. Specular map should be grayscale (but still in RGB mode) image, the whiter part of image is the more it will reflect light. You shouldn't need any plugins to create working specular map, it's simply grayscale image.
I start by using texture as base, set it to grayscale mode, then if needed lighten parts which should shine more and darken parts which shouldn't reflect light, then set back to RGB mode. Tho there is probably a better workflow that I don't know about.
Then you export it & import into openBRF and put into specular map slot of material. Look at existing materials with specular and specular map textures to get idea of what flags you should use and which values to put.
Title: Re: Have a question about Modding? Ask Here!
Post by: Johny_Nawalony on December 31, 2015, 12:30:22 pm
Two questions - , is there any plumes and pompons pack for skinner? im looking for them because im making vistula voltigeurs and grenadiers. ?
And how can i change the item names (like infantry musket to charleville musket)
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on December 31, 2015, 02:05:51 pm
Two questions - , is there any plumes and pompons pack for skinner? im looking for them because im making vistula voltigeurs and grenadiers. ?
And how can i change the item names (like infantry musket to charleville musket)
1. I don't know about pack like that
2. Im guessing you are using module system, right? Simply open module_items.py , find the item you wish to change. The first name is sg., the second is plural and the third is the name of the mesh, so change only the first two. If you are not using module system, go to item_kinds1.txt in your module folder, again find the item and change the first two.
Title: Re: Have a question about Modding? Ask Here!
Post by: Johny_Nawalony on December 31, 2015, 03:17:21 pm
So , about the first question does , if theres no pack does someone got the plume material (separate from shako) like the normal voltigeur have
Title: Re: Have a question about Modding? Ask Here!
Post by: polakma on January 02, 2016, 05:39:41 am
Hello,
Guys is there a way to change the soldier's equipment, so that it doesn't show the hat and be client-side only?
I mean, for example, the British rifleman will have all the equipment, but the hat.

Regards,
Polakma
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on January 03, 2016, 08:57:37 pm
find the hat's mesh and delete it
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on January 03, 2016, 09:48:03 pm
find the hat's mesh and delete it
That's what I was thinking. Although the player would then be bald perhaps, if the item covers hair flag is enabled in code.
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on January 04, 2016, 10:45:04 am
find the hat's mesh and delete it
That's what I was thinking. Although the player would then be bald perhaps, if the item covers hair flag is enabled in code.
yeah, didn't think of that
Title: Re: Have a question about Modding? Ask Here!
Post by: Warlock on January 04, 2016, 04:29:50 pm
can someone tell how on the server at a specific time display a message on the screen?
Title: Re: Have a question about Modding? Ask Here!
Post by: Johny_Nawalony on January 05, 2016, 08:13:07 pm
Where can i find saddle of lancer? mine got bugged and i dunno how to fix without location kek
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on January 05, 2016, 10:18:38 pm
Where can i find saddle of lancer? mine got bugged and i dunno how to fix without location kek
mmhorses.brf file if that's what you mean
Title: Re: Have a question about Modding? Ask Here!
Post by: Johny_Nawalony on January 06, 2016, 01:06:06 pm
Thanks:D
Title: Re: Have a question about Modding? Ask Here!
Post by: polakma on January 07, 2016, 12:04:39 am
find the hat's mesh and delete it
That's what I was thinking. Although the player would then be bald perhaps, if the item covers hair flag is enabled in code.
yeah, didn't think of that

That didn't happen. Instead the hat was all black. My overall idea is to make hats disappear, because I replaced the female face and hair textures with the ones from Full Invasion, that works, but I can't get the hats to disappear, so it is kinda useless since it collides with the hair.
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on January 07, 2016, 11:59:55 pm
find the hat's mesh and delete it
That's what I was thinking. Although the player would then be bald perhaps, if the item covers hair flag is enabled in code.
yeah, didn't think of that

That didn't happen. Instead the hat was all black. My overall idea is to make hats disappear, because I replaced the female face and hair textures with the ones from Full Invasion, that works, but I can't get the hats to disappear, so it is kinda useless since it collides with the hair.
Sorry, I have no idea what you are talking about
Title: Re: Have a question about Modding? Ask Here!
Post by: greatscot on January 09, 2016, 09:44:58 am
Hi how would I import textures from other NW mods into NW itself?
I made a thread but I've got no replies and also I should have posted here instead of making the thread.
Thanks  ;D
Title: Re: Have a question about Modding? Ask Here!
Post by: Kaasovic on January 09, 2016, 10:56:35 am
Copy pasta textures from mod to nw folder, maybe rename some of the textures
Title: Re: Have a question about Modding? Ask Here!
Post by: greatscot on January 09, 2016, 03:17:33 pm
Copy pasta textures from mod to nw folder, maybe rename some of the textures
You sure I don't need to do anything with BRF?
I don't think I made this clear but I want to replace unit textures (For Example, Changing the 33rd Line Infantry in NW to another unit from another mod)
Title: Re: Have a question about Modding? Ask Here!
Post by: Kaasovic on January 09, 2016, 03:49:44 pm
if Maw dell (model) is still the same then you dont have to use OpenBRF
Title: Re: Have a question about Modding? Ask Here!
Post by: greatscot on January 09, 2016, 04:10:29 pm
if Maw dell (model) is still the same then you dont have to use OpenBRF
Ok, thanks!
Title: Re: Have a question about Modding? Ask Here!
Post by: greatscot on January 09, 2016, 04:51:47 pm
So if my model was different (In this case it is) how do I export into NW?
I've put the texture file in correctly but it doesn't look the same.

I'm trying to export the 32nd regiment from The Anglo-Zulu war mod. This is a comparison between the one I tried to put into Nw, and the original one:

NW: https://i.imgur.com/T7O0jg0.jpg
Zulu Mod: https://i.imgur.com/HD9VPJz.jpg

Thanks for your help :)
Title: Re: Have a question about Modding? Ask Here!
Post by: Kaasovic on January 09, 2016, 05:06:45 pm
Use OpenBRF to export the mesh of the model, then reimport it and replace it in your NW brf files
Title: Re: Have a question about Modding? Ask Here!
Post by: Conway on January 14, 2016, 09:06:54 pm
How do I take a .mtl file with textures for a .obj and apply the textures to it?
Title: Re: Have a question about Modding? Ask Here!
Post by: Johny_Nawalony on January 14, 2016, 09:18:46 pm
Simple question , where can i find some good looking french banner to be used in skins ?
Title: Re: Have a question about Modding? Ask Here!
Post by: greatscot on January 15, 2016, 06:50:51 pm
Look at this: https://i.imgur.com/zP8896B

How do I keep the crest thing but put my own flag in, while still keeping the flag texture?
Title: Re: Have a question about Modding? Ask Here!
Post by: Gokiller on January 15, 2016, 06:57:34 pm
Just use Paint.net, Gimp or Photoshop and select the flag, remove it and special copy paste your new flag into the selection.
Title: Re: Have a question about Modding? Ask Here!
Post by: Malkolm R. Lind on January 18, 2016, 12:31:21 am
Hello modders! Today I had the idea to replace the fife and drum sounds with my own recorded songs. I have renamed the song in the song list and replaced the actual sound files with the files I made, however, the sounds that I replaced the original files with doesn't seem to have a very high volume. My new sounds doesn't sound as loud as the other songs! If it's possible, could someone please help me make the volume of my new sounds as loud as the original sounds in game? Help would be heavily appreciated!
Title: Re: Have a question about Modding? Ask Here!
Post by: Kaasovic on January 18, 2016, 01:05:19 am
Might wanna use a audio editing tool like audacity to make it louder. Thats the easy way.
Title: Re: Have a question about Modding? Ask Here!
Post by: Hatman on January 18, 2016, 01:47:54 am
Hi there,
I've been recently been experimenting with server side scripts, specifically the mission_templates file, and I'm wondering how much this will affect the stability of the server. I figured that having the scripts on a shorter trigger would be demanding but im not sure to what extent.
So far I've just implemented a mission_template that causes all weapons placed by the map maker to spawn real counterparts at 12 second intervals and that doesn't appear to cause the server any trouble.
How many more triggers can I add before I start noticing problems?
Title: Re: Have a question about Modding? Ask Here!
Post by: Malkolm R. Lind on January 18, 2016, 08:17:16 am
Might wanna use a audio editing tool like audacity to make it louder. Thats the easy way.
Can't I just change something in the scripts? :-\ I can't be bothered to download another program. :'(
Title: Re: Have a question about Modding? Ask Here!
Post by: polakma on January 18, 2016, 06:12:16 pm
So is there really no way to remove these damn helmets :(
Title: Re: Have a question about Modding? Ask Here!
Post by: Casimir on January 19, 2016, 10:40:39 pm
Hi, how can i rename my flags in conquest mod ? Thank you.
Title: Re: Have a question about Modding? Ask Here!
Post by: Grozni on January 20, 2016, 01:02:22 am
By changing module_strings.py
or Modules/Napoelonic Wars/strings.txt if you don't bother with module system.

Flag names depend on the map and start from line str_mp_arabian_harbour_flag_1 Small_Inn
Small_Inn is the string which is name of the flag. Pay attention to rules when editing strings, you can't use some characters and instead of space between the words you use "_", look at other strings in the file for reference/
Title: Re: Have a question about Modding? Ask Here!
Post by: Jack on January 20, 2016, 02:41:35 am
How can I create a vertex animation using OpenBrf for a scabbard? When the sword is drawn it still shows the handle.
Title: Re: Have a question about Modding? Ask Here!
Post by: Casimir on January 20, 2016, 07:03:05 pm
By changing module_strings.py
or Modules/Napoelonic Wars/strings.txt if you don't bother with module system.

Flag names depend on the map and start from line str_mp_arabian_harbour_flag_1 Small_Inn
Small_Inn is the string which is name of the flag. Pay attention to rules when editing strings, you can't use some characters and instead of space between the words you use "_", look at other strings in the file for reference/

Thank you very much !
Title: Re: Have a question about Modding? Ask Here!
Post by: Johny_Nawalony on January 21, 2016, 10:54:39 pm
How can i change reloading anim?

And , is there a model of bearskin plume with 2 colors on?
Title: Re: Have a question about Modding? Ask Here!
Post by: Conway on January 21, 2016, 10:58:49 pm
How do I take a .mtl file with textures for a .obj and apply the textures to it?
Title: Re: Have a question about Modding? Ask Here!
Post by: William on January 24, 2016, 04:57:26 pm
Looking to change the melee animations. What resources in BRF do I open?
Title: Re: Have a question about Modding? Ask Here!
Post by: Johny_Nawalony on January 28, 2016, 08:32:57 pm
Where are located block anims for NW?
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on January 29, 2016, 03:19:41 am
Goodness, these questions really backlog easily.

How can I create a vertex animation using OpenBrf for a scabbard? When the sword is drawn it still shows the handle.
There is a quick and easy method that involves separating the scabbard mesh and then recombining it. In order to give it multiple frames for the unsheating animation. I have it somewhere but I cannot find it at this moment. If the scabbard is very similar to an existing scabbard it is easier to use that.

How can i change reloading anim?

And , is there a model of bearskin plume with 2 colors on?
The musket reload animation is called man_reload in mmanimations.brf You can disable the old reload animation with a simple rename like man_reload_old, only the animation called man_reload will be recognized by the module.

No, not existing already but this is easy to accomplish. Separate the bearskin plume into two models and make the two separate colored plumes attached meshes for the bearskin. Like new_bearskin.2 for the first colored plume and new_bearskin.3 for the second colored plume. When you make a model an attached mesh you have the option to give the model a different material ala texture, so then a multi-colored plume can be easily created.

How do I take a .mtl file with textures for a .obj and apply the textures to it?
I am not a modeller so I am not exactly certain what a .mtl file is for, to apply textures for a newly imported .obj mesh you need to:
Give the newly imported .obj model the new material's name in openBRF.
Add a new material to the MAT tab of openBRF either through import new material or copy paste.
Add the texture to the TEX tab of openBRF either through import new texture or copy paste a pre-existing texture in openBRF TEX tab.
Lastly do not forget to add the texture.dds to the mod's Textures folder. This happens often.

Looking to change the melee animations. What resources in BRF do I open?
Multiple BRF files, as the combat animations are spread out. It depends which weapon animations you want to change.

Where are located block anims for NW?
The blocking animations are most likely hardcoded if I recall correctly. Which means the game's general CommonRes folder outside of the specific mod folder is probably where you will find it, somewhere.
Actually you are looking for
ani_defends.brf for the first three blocking animations:
up, right, left
defend_up_onehanded_keep, defend_right_onehanded_keep, defend_left_onehanded_keep
as for down..
uni_defence.brf
defend_onehanded
Title: Re: Have a question about Modding? Ask Here!
Post by: ScottyMcpancakes on January 31, 2016, 06:33:40 am
Hey! :)  I've been making a 'Sandbox Mod' For Napoleonic wars. Lots of fun stuff, anyways... One of the many things I added was an easter egg light saber. When you sing I want it to make a light saber swing sound effect, how might I do this (using the module system of course). Thanks!
Title: Re: Have a question about Modding? Ask Here!
Post by: Grozni on January 31, 2016, 04:39:54 pm
Add ti_on_weapon_attack trigger to item and make it do sound as consequence, check out other items in module_items for examples of how to add triggers, can't post finished code atm

Since I'm lazy, copy pasted from BF2 mod:

Code
#(put this instead of [] part at end of item entry)
[(ti_on_weapon_attack, [(store_trigger_param_1, ":agent"),(agent_play_sound, ":agent", "snd_lightsaber_swing")])]
#author: _Sebastian_

Title: Re: Have a question about Modding? Ask Here!
Post by: Jack on February 03, 2016, 07:58:07 am
Does someone know what needs to be added in module_presentations.py to add a second page to the troop selection box?
Title: Re: Have a question about Modding? Ask Here!
Post by: Johny_Nawalony on February 10, 2016, 07:20:28 pm
Is there any cloth texture that i could use for my skins?
Title: Re: Have a question about Modding? Ask Here!
Post by: Kaasovic on February 10, 2016, 09:12:35 pm
Is there any cloth texture that i could use for my skins?

http://en.lmgtfy.com/?q=cloth+texture
Title: Re: Have a question about Modding? Ask Here!
Post by: greatscot on February 11, 2016, 06:58:28 pm
I'm making a skin, It replaces the Austrian Grenzers.

I want to change austrian_grenzer.1 to british_artillery_ranker.lod2.1 (It's a backpack)

I change the name on openBRF etc etc. and it looks like this:
Spoiler
(https://i.imgur.com/xbNqIQl.png)
[close]

This looks good, so I save and go onto NW.

However when I load up and select the unit, it goes like this:
Spoiler
(https://i.imgur.com/IZGMbf6.jpg)
[close]


As you can probably tell, I'm not an experienced modder. So if it's something small I need to do I apologize.

Thanks, Greatscot.
Title: Re: Have a question about Modding? Ask Here!
Post by: Grozni on February 11, 2016, 07:51:46 pm
I'm making a skin, It replaces the Austrian Grenzers.

I want to change austrian_grenzer.1 to british_artillery_ranker.lod2.1 (It's a backpack)

I change the name on openBRF etc etc. and it looks like this:
Spoiler
(https://i.imgur.com/xbNqIQl.png)
[close]

This looks good, so I save and go onto NW.

However when I load up and select the unit, it goes like this:
Spoiler
(https://i.imgur.com/IZGMbf6.jpg)
[close]


As you can probably tell, I'm not an experienced modder. So if it's something small I need to do I apologize.

Thanks, Greatscot.

Looks like you need to attach rigging. Meaning, data about which bone moves which parts of model.

Just click on some existing coat and select Edit->Copy rigging, and then Paste rigging on the new model.
Title: Re: Have a question about Modding? Ask Here!
Post by: greatscot on February 11, 2016, 08:02:37 pm
It works now, thanks!  ;D
Title: Re: Have a question about Modding? Ask Here!
Post by: greatscot on February 11, 2016, 08:18:35 pm
Well, I've encountered a small problem.

Spoiler
https://i.imgur.com/a/8bXhq
[close]

As you can see, the backpack moves abut when I walk, present etc.

Is there any way to fix this?
Title: Re: Have a question about Modding? Ask Here!
Post by: Raddeo on February 11, 2016, 08:40:50 pm
First of all - never replace normal model with one which has lod suffix. LOD stands for Level of Details, these models have much less details than original version. Game uses these models when object is far away and not all details are needed as it's easier to render simplier objects and computer can make less calculations. Use normal version of british_artillery_ranker.1 instead of lod. But remember then to replace austrian_grenzer lods with corresponding lods of new models. If you won't do it, the game will use original models when character will be far from player.

And concening your problem. You've probably copied rigging from Copy rigging from jacket or other similar model. Copy it from original british_artillery_ranker.1 and it will for sure works fine.
Title: Re: Have a question about Modding? Ask Here!
Post by: greatscot on February 11, 2016, 08:55:37 pm
Thanks Raddeo, it's working fine now.

And regarding that .lod thing, I was sceptical about putting it but it was exactly what I was looking for, the normal british_artillery_ranker.2 is slightly different. Anyways, thanks for your help, and thanks for the advice :)
Title: Re: Have a question about Modding? Ask Here!
Post by: Jack on February 14, 2016, 05:59:06 am
Does someone know if it is possible and how to change the accuracy and the reloading time of the cannons in NW?
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Post by: greatscot on February 14, 2016, 09:51:16 am
The austrian Hussars use the same pants, is it possible to assign the ranker different pants from the officer?
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Post by: Kaasovic on February 14, 2016, 11:22:37 am
Does someone know if it is possible and how to change the accuracy and the reloading time of the cannons in NW?

Dont know if you ever fired a cannon in NW, but the cannon ball, with the exception of elevation drop over time, will always fly straight. If you want to adjust the elevation and drop, its burried in module_scripts

Reload part is adjustable in module_sceneprops or something. Just adjust the use time of the reload.
Title: Re: Have a question about Modding? Ask Here!
Post by: Jack on February 14, 2016, 03:50:24 pm
Ah, yes. That's why I'm trying to make them less accurate. Maybe editing the crosshair would be a better idea then but it could be modified again to put the easier one client side :/ Thanks for the info.
Title: Re: Have a question about Modding? Ask Here!
Post by: commandant soso on February 14, 2016, 07:58:52 pm
I want replace a dragoons helmet with a hussar shako but :

Spoiler
(https://image.noelshack.com/fichiers/2016/06/1455422145-2016-02-14-00009.jpg)
[close]
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on February 14, 2016, 09:25:12 pm
I want replace a dragoons helmet with a hussar shako but :

Spoiler
(https://image.noelshack.com/fichiers/2016/06/1455422145-2016-02-14-00009.jpg)
[close]

To answer your problem, the hat is most likely rigged. Try right clicking in openBRF on the hat and select discard rigging to fix it. Else it may be the case of the hat having itp_attach_armature which can be removed even in the item_kinds1.txt file easily. But first try removing the rigging on the hat model.

Here is not just a picture, but a .gif from gyazo that shows how to discard rigging.
Spoiler
(https://i.gyazo.com/d130859e2fb7d0342d3324bfb8dc0b6f.gif)
[close]

In your case I think item_kinds1 file needs a quick edit to discard itp_attach_armature from the hat.

To edit the item_kinds1 file you need Notepad or Notepad++ anyways, here is an example:

Find and change this line
Code
 itm_french_dragoon_helmet Dragoon_Helmet Dragoon_Helmet 1  french_dragons_dlG_ranker 0  553717516 0 4 123731968 0.500000 100 15 0 0 0 0 0 0 0 0 0 0
 0
0

To this
Code
 itm_french_dragoon_helmet Dragoon_Helmet Dragoon_Helmet 1  french_dragons_dlG_ranker 0  553713676 0 4 123731968 0.500000 100 8 0 0 0 0 0 0 0 0 0 0
 0
0

This should fix the rigging being an issue with the hat placement.

Hope that helps.
Title: Re: Have a question about Modding? Ask Here!
Post by: Hatman on February 18, 2016, 09:37:59 pm
I've been looking around the forums a fair bit to see if anyone has released a serverside mod that adds cannons to ships in NW but I haven't found anything. It seems like a really cool idea to have ship battles and stuff.... Am I just not looking hard enough or has noone done that yet?
Title: Re: Have a question about Modding? Ask Here!
Post by: Grozni on February 18, 2016, 10:04:49 pm
Maybe someone did it but I never saw. I am almost sure that it is possible but would need an experienced modder to alter and add a lot of code and deal with all the glitches that pop up. Thought of trying that before, but never had enough motivation as naval battles in NW are not my thing.
Title: Re: Have a question about Modding? Ask Here!
Post by: Hatman on February 18, 2016, 10:09:56 pm
In that case, maybe I'll look into it...start with something small like a swivel gun on a longboat or something, proof of concept...
Title: Re: Have a question about Modding? Ask Here!
Post by: ScottyMcpancakes on February 19, 2016, 01:57:24 am
 :) Hey working on a top secret project, (I'll fill you in on what it is when its done). And I'm trying to merge  these two lines of code so this weapon does both. (I know for a fact they both work individually). I don't know how or what it should end up looking like, I can't get it to work. Some help would be great!

Here is the first and main trigger.
 [(ti_on_weapon_attack, [
  (this_or_next|multiplayer_is_server),
  (neg|game_in_multiplayer_mode),
  (store_trigger_param_1,":agent_id"),
  (eq,":agent_id",":agent_id"), # fix compiler bug warning.
  (copy_position,pos22,pos1),
  (position_move_y,pos22,110),
  (try_for_range,":unused",0,2), #4 extra bullets + 1 original = 5 bullets in one shot :D
    (copy_position,pos23,pos22),
    (store_random_in_range,":x_change",-1,2),
    (store_random_in_range,":z_change",-2,3),
    (position_rotate_x, pos23, ":x_change"),
    (position_rotate_z, pos23, ":z_change"),
    (set_fixed_point_multiplier,100),
    (store_random_in_range,":bullet_speed",12000,16000),
    (add_missile, ":agent_id", pos23, ":bullet_speed", "itm_cannon_canister_dummy", 0, "itm_canister_ammo", 0),
  (try_end),
  ])]],

Here is the second one
 [(ti_on_weapon_attack, [(play_sound,"snd_pistol_shot"),(position_move_x, pos1,27),(position_move_y, pos1,36),(particle_system_burst, "psys_pistol_smoke", pos1, 15)])]],

I need some help putting them together  :-\
Title: Re: Have a question about Modding? Ask Here!
Post by: Hatman on February 19, 2016, 03:41:12 am
A musketoon pistol? You madman!   ;)
Title: Re: Have a question about Modding? Ask Here!
Post by: Grozni on February 19, 2016, 02:21:24 pm
:) Hey working on a top secret project, (I'll fill you in on what it is when its done). And I'm trying to merge  these two lines of code so this weapon does both. (I know for a fact they both work individually). I don't know how or what it should end up looking like, I can't get it to work. Some help would be great!

Here is the first and main trigger.
 [(ti_on_weapon_attack, [
  (this_or_next|multiplayer_is_server),
  (neg|game_in_multiplayer_mode),
  (store_trigger_param_1,":agent_id"),
  (eq,":agent_id",":agent_id"), # fix compiler bug warning.
  (copy_position,pos22,pos1),
  (position_move_y,pos22,110),
  (try_for_range,":unused",0,2), #4 extra bullets + 1 original = 5 bullets in one shot :D
    (copy_position,pos23,pos22),
    (store_random_in_range,":x_change",-1,2),
    (store_random_in_range,":z_change",-2,3),
    (position_rotate_x, pos23, ":x_change"),
    (position_rotate_z, pos23, ":z_change"),
    (set_fixed_point_multiplier,100),
    (store_random_in_range,":bullet_speed",12000,16000),
    (add_missile, ":agent_id", pos23, ":bullet_speed", "itm_cannon_canister_dummy", 0, "itm_canister_ammo", 0),
  (try_end),
  ])]],

Here is the second one
 [(ti_on_weapon_attack, [(play_sound,"snd_pistol_shot"),(position_move_x, pos1,27),(position_move_y, pos1,36),(particle_system_burst, "psys_pistol_smoke", pos1, 15)])]],

I need some help putting them together  :-\

In a simple case where two scripts can run one after another without any other surgery, you just have to extract stuff between [] which is the script code of script B and add it to script A, while keeping these in mind:
-choosing place to paste: does script B belong in some specific conditional block, like is it server or client side? And is there any reason why it should come before or after script A (this depends on other two items below).
(in this case script B is supposed to run outside of multiplayer_is_server block because it is meant to run on all clients. Also I decided to put it at start because script A has is_server check but is not wrapped in try_begin try_end block which means if I placed script B after script A, the script B would never work because it would never get to be run by clients)
-variables: does it declare or mess with some variables which are used by other script?
(in this case, pos1 is being used in both and script B runs first, so I decided to change script B to not alter pos1 directly. But there is always a better way of doing this, for example you could have two conditional blocks, meaning add one try_begin try_end block which runs only on clients and put script B in there, that way it'll never mess up variables used by server, it should be ok to run it only on clients because script B content is eye-candy client-side stuff only (particles and sound) and doesn't alter the state of world on server like spawning bullets does, but I leave this to you to exercise)
-performance:
do scripts A and B both call same resource heavy scripts and variable declarations, if yes then it would be good to perform some surgery so you make resource heavy calls only once at start of script and reuse the results by both scripts A and B.
(not much to do on that front in this example)

Untested and wrote in a state of laziness:
Code

 [(ti_on_weapon_attack, [
 #lets put script B here first, because it is outside of multiplayer_is_server check it will run on all clients, unlike script A which is made to run on server only
#if you want more elegant stuff, try wrapping script B inside conditional block which runs on clients only
  (play_sound,"snd_pistol_shot"),
  (copy_position,pos22,pos1), #I added this because pos1 is used later in the script so you don't want to change it's x and y here, we'll be using pos22 instead
                                                 #didn't test if this works, in case some conflict arises try replacing pos22 in script B (3 occurrences to replace in total) with some other pos number
  (position_move_x, pos22,27), #replaced pos1 with pos22
  (position_move_y, pos22,36), #replaced pos1 with pos22
  (particle_system_burst, "psys_pistol_smoke", pos1, 15)

#Script A:
  (this_or_next|multiplayer_is_server),
  (neg|game_in_multiplayer_mode),
  (store_trigger_param_1,":agent_id"),
  (eq,":agent_id",":agent_id"), # fix compiler bug warning.
  (copy_position,pos22,pos1),  #I assume this will reset pos22 to be used by script A but you can never be sure with glitchy modding system, if something doesn't work try replacing pos22 up in script B with some other pos number, other than 22 or 23 which are used here
  (position_move_y,pos22,110),
  (try_for_range,":unused",0,2), #4 extra bullets + 1 original = 5 bullets in one shot :D
    (copy_position,pos23,pos22),
    (store_random_in_range,":x_change",-1,2),
    (store_random_in_range,":z_change",-2,3),
    (position_rotate_x, pos23, ":x_change"),
    (position_rotate_z, pos23, ":z_change"),
    (set_fixed_point_multiplier,100),
    (store_random_in_range,":bullet_speed",12000,16000),
    (add_missile, ":agent_id", pos23, ":bullet_speed", "itm_cannon_canister_dummy", 0, "itm_canister_ammo", 0),
  (try_end),
  ])]],

Title: Re: Have a question about Modding? Ask Here!
Post by: ScottyMcpancakes on February 21, 2016, 03:33:33 am
Well the code you put in didn't work but the rest of the advice was great :D thank you!
Title: Re: Have a question about Modding? Ask Here!
Post by: dooomninja on February 21, 2016, 09:40:33 pm
anyone know what i would have to do to change the cost of sapper constructions?
Title: Re: Have a question about Modding? Ask Here!
Post by: Grozni on February 22, 2016, 02:34:00 pm
Look for lines
#Beaver begin
# Setting default build point costs for build props

And lines below should be self explanatory, if you know what troop_set_slot does.

Didn't test it, but that is the only place I found where prop costs are set.
Title: Re: Have a question about Modding? Ask Here!
Post by: Germanius on February 24, 2016, 09:28:37 pm
Hey does anyone of you know how to change a faction's name?

Regards
Title: Re: Have a question about Modding? Ask Here!
Post by: Johny_Nawalony on February 25, 2016, 12:19:57 am
Hey does anyone of you know how to change a faction's name?

Regards
Aren't they in factions.txt (or any other similiar named)
Title: Re: Have a question about Modding? Ask Here!
Post by: Germanius on February 25, 2016, 04:58:35 pm
I though the same Johny but I edited the file and nothing changed.
Title: Re: Have a question about Modding? Ask Here!
Post by: Kaasovic on February 25, 2016, 04:59:25 pm
Check the language folder
Title: Re: Have a question about Modding? Ask Here!
Post by: Johny_Nawalony on February 25, 2016, 10:02:38 pm
Check the language folder
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on February 26, 2016, 12:58:54 am
Hey does anyone of you know how to change a faction's name?

Regards

From a quote on this thread
Languages folder in Napoleonic Wars folder, then search for that faction name in one of the CSV file in the "en" or any other language folder.

and the file you want to edit is called factions.csv
Title: Re: Have a question about Modding? Ask Here!
Post by: Johny_Nawalony on February 26, 2016, 02:51:52 am
Im a bit crazy , and i would like to have 100 musket stance animations , i know how to edit actions.txt , but will  NW handle it ;-;?
(Ik that there aren't that many anims in mods and others to fully fill it)
Title: Re: Have a question about Modding? Ask Here!
Post by: Grozni on February 26, 2016, 01:04:33 pm
Im a bit crazy , and i would like to have 100 musket stance animations , i know how to edit actions.txt , but will  NW handle it ;-;?
(Ik that there aren't that many anims in mods and others to fully fill it)

I assume you mean putting 100 animations inside the default musket holding animations, to have it play a random one.

Think you'll just have to test for yourself, start with adding 20 animations and load 200 bots, see how it goes, then increase number if it seems to be working fine. But you might find that having 20 animations is satisfactory enough.

If, for some reason, built-in random animation system can't handle it, you could try through code.
- leave default musket animation as it is
- add 100 musket holding animations to module_animations.py, somewhere above "unused_human_anim_..." entries, all next to each other, for this example lets say anim_musket_hold_1 is the first and anim_musket_hold_100 is the last
- add a trigger that periodically loops through non-horse agents and checks if agent wields a musket and if is in default musket holding animation.
- if yes, throw a random number from 0 to 99, and set his animation to anim_musket_hold_1+random_number  (as everything in m&b module system is a number, you can do that)

However it is not as simple as that, one problem is there is a limited number of custom animations you can add, as for each new animation you have to comment out one of "unused_human_anim_[number]" animations, and there is no room for 100 custom animations. One way to go around that is add only 10 custom animations, but make it so each one of them has 10 random animations within, so in the trigger mentioned above you would actually call anim_musket_hold_1+random_number_0_to_10 and then the animation which got picked will randomly play one of 10 animations embedded within. So, you first throw a random to pick one out of ten groups, and then another random is done by the engine itself to pick one animation out of ten in that group.

Can't say if this will actually have a better performance, but it is a plan B I would try out if simply adding 100 random animations inside one animation proves to not work well with the engine. If you're just adding random animations for realism, I think a lot less would be enough to trick the eye, but you did say you're crazy so good luck. Whenever you're trying something new which has not been done before, you have to experiment for yourself. Of course you would need a module system for this attempt, editing txt files is not enough.
Title: Re: Have a question about Modding? Ask Here!
Post by: Johny_Nawalony on February 26, 2016, 01:19:37 pm
Thx for answer, gotta try
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on February 26, 2016, 09:19:18 pm
Thx for answer, gotta try
For science! That is what ideas like this entails. Good luck.
Title: Re: Have a question about Modding? Ask Here!
Post by: Johny_Nawalony on February 27, 2016, 02:21:04 am
And, is there a way to change weapon positioning on players back to something like this
(Middle , white uniformed soldier.)
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Ffournetmarcel.free.fr%2Fsoldatsacq_fichiers%2Fimage004.jpg&hash=803c5884c39062c04718c8eaa5732c1325e81c81)
Title: Re: Have a question about Modding? Ask Here!
Post by: Germanius on February 27, 2016, 12:43:09 pm

From a quote on this thread
Languages folder in Napoleonic Wars folder, then search for that faction name in one of the CSV file in the "en" or any other language folder.

and the file you want to edit is called factions.csv
[/quote]

Thanks but do you know how to edit the file without getting commas ingame. Because after I edited it ingame every faction was shown like this ",United,Kingdom,".
Title: Re: Have a question about Modding? Ask Here!
Post by: greatscot on February 27, 2016, 01:16:22 pm
Is it possible to change 'Ranker' to lets say, 'Private'?

I know how to change Officer, Drummer ect. However I can't seem to find a place where I can edit this.

Thanks.
Title: Re: Have a question about Modding? Ask Here!
Post by: Johny_Nawalony on February 27, 2016, 01:27:35 pm
Is it possible to change 'Ranker' to lets say, 'Private'?

I know how to change Officer, Drummer ect. However I can't seem to find a place where I can edit this.

Thanks.
I dont really remember the file where to do it, (it's probably item_kinds , idk) you will change the ranker to private in every unit in-game
Title: Re: Have a question about Modding? Ask Here!
Post by: Kaasovic on February 27, 2016, 02:13:21 pm
Is it possible to change 'Ranker' to lets say, 'Private'?

I know how to change Officer, Drummer ect. However I can't seem to find a place where I can edit this.

Thanks.

Ranker is the default name for every first unit. It might be in strings file, but I am not sure
Title: Re: Have a question about Modding? Ask Here!
Post by: greatscot on February 27, 2016, 03:16:00 pm
Alright, thanks
Title: Re: Have a question about Modding? Ask Here!
Post by: AeroNinja on February 27, 2016, 03:23:07 pm
It's in troops.txt.

Open it, press CTRL + F typ in the name of the regiment you want or any regiment's name. And then carefully scroll untill you see ranker under the name.
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on February 27, 2016, 04:53:22 pm
Thanks but do you know how to edit the file without getting commas ingame. Because after I edited it ingame every faction was shown like this ",United,Kingdom,".

Well how are you editing the file? You should only edit the name itself not any underscores/spaces in-between and such.

Code: factions.csv
fac_britain|United Kingdom
Title: Re: Have a question about Modding? Ask Here!
Post by: Germanius on February 27, 2016, 08:48:09 pm
Quote
Well how are you editing the file? You should only edit the name itself not any underscores/spaces in-between and such.

Code: factions.csv
fac_britain|United Kingdom

I just do the same syntax as the other factions. Take a look.

Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Ffs5.directupload.net%2Fimages%2F160227%2Fex4boxld.png&hash=7b4465001b8c72c40b85eef20fadef4d745972c5)
[close]
Title: Re: Have a question about Modding? Ask Here!
Post by: Johny_Nawalony on February 27, 2016, 09:05:56 pm
Quote
Well how are you editing the file? You should only edit the name itself not any underscores/spaces in-between and such.

Code: factions.csv
fac_britain|United Kingdom

I just do the same syntax as the other factions. Take a look.

Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Ffs5.directupload.net%2Fimages%2F160227%2Fex4boxld.png&hash=7b4465001b8c72c40b85eef20fadef4d745972c5)
[close]

I just edited this file with notepad and everything was working lel
Title: Re: Have a question about Modding? Ask Here!
Post by: Germanius on February 27, 2016, 10:04:28 pm

Quote


I just edited this file with notepad and everything was working lel

What the.... the problem was that I used OpenOffice.....

Thanks guys for your help. Now it works for me too :)!
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on February 27, 2016, 11:00:13 pm

Quote


I just edited this file with notepad and everything was working lel

What the.... the problem was that I used OpenOffice.....

Thanks guys for your help. Now it works for me too :)!
Huh, go figure it is dependent on the program you use to edit. Yeah, Notepad works easily enough for that small file.
Title: Re: Have a question about Modding? Ask Here!
Post by: Johny_Nawalony on February 28, 2016, 01:47:44 pm
Is there a way to change weapon positioning on players back to something like this
(Middle , white uniformed soldier.)
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Ffournetmarcel.free.fr%2Fsoldatsacq_fichiers%2Fimage004.jpg&hash=803c5884c39062c04718c8eaa5732c1325e81c81)
Anyone here to answer xd?
Title: Re: Have a question about Modding? Ask Here!
Post by: Johny_Nawalony on February 28, 2016, 04:38:03 pm
Maybe i fucked something in actions txt , but there are only appearing 2 animationms instead of 5 in mmanimations :d
Title: Re: Have a question about Modding? Ask Here!
Post by: greatscot on February 29, 2016, 06:21:59 pm
I'm doing a re-skin right now, Is it possible to create variants of units that do not originally have variants?
Title: Re: Have a question about Modding? Ask Here!
Post by: Johny_Nawalony on February 29, 2016, 10:13:58 pm
I'm doing a re-skin right now, Is it possible to create variants of units that do not originally have variants?
I dun think so
Title: Re: Have a question about Modding? Ask Here!
Post by: Johny_Nawalony on March 05, 2016, 09:42:11 pm
Can someone explain me how is Particle_systems.txt working? I want to achieve cannon smoke that will look like in Blood & Gold :Caribbean!
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fimages.akamai.steamusercontent.com%2Fugc%2F322376799815384491%2FDDC3536E6EC30C134905076B075E6B31F5AF2124%2F&hash=66df18219e0f37b0cf714ba8d554513530b77584)
Title: Re: Have a question about Modding? Ask Here!
Post by: Friedrich Staps {58th} on March 14, 2016, 05:18:01 am
Urgent: Does anyone the texture or material British units use for pants? Not showing up on my screen...
Title: Re: Have a question about Modding? Ask Here!
Post by: greatscot on March 18, 2016, 06:27:22 pm
How do I change the bottom text of the faction selection screen?

Spoiler
(https://i.imgur.com/WubdLRg.png)
[close]
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on March 18, 2016, 09:57:31 pm
How do I change the bottom text of the faction selection screen?

Spoiler
(https://i.imgur.com/WubdLRg.png)
[close]
Edit the strings.txt file and find this line
Code
str_france_name French_Empire
On that note, how is it that this thread has not passed 99 pages yet? ;D
Title: Re: Have a question about Modding? Ask Here!
Post by: greatscot on March 18, 2016, 09:58:05 pm
Thank you :D
Title: Re: Have a question about Modding? Ask Here!
Post by: Grozni on March 18, 2016, 10:56:54 pm
Can someone explain me how is Particle_systems.txt working? I want to achieve cannon smoke that will look like in Blood & Gold :Caribbean!

This is the description of each field from module system, positions of numbers in particles.txt correspond with these

("game_rain", psf_billboard_2d|psf_global_emit_dir|psf_always_emit, "prtcl_rain",
     500, 0.5, 0.33, 1.0, 10.0, 0.0,     #num_particles, life, damping, gravity_strength, turbulance_size, turbulance_strength
     (1.0, 0.3), (1, 0.3),        #alpha keys
     (1.0, 1.0), (1, 1.0),      #red keys
     (1.0, 1.0), (1, 1.0),      #green keys
     (1.0, 1.0), (1, 1.0),      #blue keys
     (1.0, 1.0),   (1.0, 1.0),   #scale keys
     (8.2, 8.2, 0.2),           #emit box size
     (0, 0, -10.0),               #emit velocity
     0.0,                       #emit dir randomness
     0,                       #rotation speed
     0.5                        #rotation damping
    ),

And this is explanation for all fields

#   Each particle system contains the following fields:

#  1) Particle system id (string): used for referencing particle systems in other files.
#     The prefix psys_ is automatically added before each particle system id.
#  2) Particle system flags (int). See header_particle_systems.py for a list of available flags
#  3) mesh-name.
####
#  4) Num particles per second:    Number of particles emitted per second.
#  5) Particle Life:    Each particle lives this long (in seconds).
#  6) Damping:          How much particle's speed is lost due to friction.
#  7) Gravity strength: Effect of gravity. (Negative values make the particles float upwards.)
#  8) Turbulance size:  Size of random turbulance (in meters)
#  9) Turbulance strength: How much a particle is affected by turbulance.
####
# 10,11) Alpha keys :    Each attribute is controlled by two keys and
# 12,13) Red keys   :    each key has two fields: (time, magnitude)
# 14,15) Green keys :    For example scale key (0.3,0.6) means
# 16,17) Blue keys  :    scale of each particle will be 0.6 at the
# 18,19) Scale keys :    time 0.3 (where time=0 means creation and time=1 means end of the particle)
#
# The magnitudes are interpolated in between the two keys and remain constant beyond the keys.
# Except the alpha always starts from 0 at time 0.
####
# 20) Emit Box Size :   The dimension of the box particles are emitted from.
# 21) Emit velocity :   Particles are initially shot with this velocity.
# 22) Emit dir randomness
# 23) Particle rotation speed: Particles start to rotate with this (angular) speed (degrees per second).
# 24) Particle rotation damping: How quickly particles stop their rotation
Title: Re: Have a question about Modding? Ask Here!
Post by: Johny_Nawalony on March 20, 2016, 12:25:18 am
Can someone explain me how is Particle_systems.txt working? I want to achieve cannon smoke that will look like in Blood & Gold :Caribbean!

This is the description of each field from module system, positions of numbers in particles.txt correspond with these

("game_rain", psf_billboard_2d|psf_global_emit_dir|psf_always_emit, "prtcl_rain",
     500, 0.5, 0.33, 1.0, 10.0, 0.0,     #num_particles, life, damping, gravity_strength, turbulance_size, turbulance_strength
     (1.0, 0.3), (1, 0.3),        #alpha keys
     (1.0, 1.0), (1, 1.0),      #red keys
     (1.0, 1.0), (1, 1.0),      #green keys
     (1.0, 1.0), (1, 1.0),      #blue keys
     (1.0, 1.0),   (1.0, 1.0),   #scale keys
     (8.2, 8.2, 0.2),           #emit box size
     (0, 0, -10.0),               #emit velocity
     0.0,                       #emit dir randomness
     0,                       #rotation speed
     0.5                        #rotation damping
    ),

And this is explanation for all fields

#   Each particle system contains the following fields:

#  1) Particle system id (string): used for referencing particle systems in other files.
#     The prefix psys_ is automatically added before each particle system id.
#  2) Particle system flags (int). See header_particle_systems.py for a list of available flags
#  3) mesh-name.
####
#  4) Num particles per second:    Number of particles emitted per second.
#  5) Particle Life:    Each particle lives this long (in seconds).
#  6) Damping:          How much particle's speed is lost due to friction.
#  7) Gravity strength: Effect of gravity. (Negative values make the particles float upwards.)
#  8) Turbulance size:  Size of random turbulance (in meters)
#  9) Turbulance strength: How much a particle is affected by turbulance.
####
# 10,11) Alpha keys :    Each attribute is controlled by two keys and
# 12,13) Red keys   :    each key has two fields: (time, magnitude)
# 14,15) Green keys :    For example scale key (0.3,0.6) means
# 16,17) Blue keys  :    scale of each particle will be 0.6 at the
# 18,19) Scale keys :    time 0.3 (where time=0 means creation and time=1 means end of the particle)
#
# The magnitudes are interpolated in between the two keys and remain constant beyond the keys.
# Except the alpha always starts from 0 at time 0.
####
# 20) Emit Box Size :   The dimension of the box particles are emitted from.
# 21) Emit velocity :   Particles are initially shot with this velocity.
# 22) Emit dir randomness
# 23) Particle rotation speed: Particles start to rotate with this (angular) speed (degrees per second).
# 24) Particle rotation damping: How quickly particles stop their rotation
Thanks~!

Can you tell me just how to make particles not go that far like on the picture below?

Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fimages.akamai.steamusercontent.com%2Fugc%2F299860065255893962%2FB5C51E5BE9DCE3FF955576C39507D3DD75A4EB0B%2F&hash=347d06138749183839f30422f4616af1161b71df)[/spoiler
Spoiler
psys_musket_smoke 78336 prtcl_dust_a  10000 50.500000 1.000000 -0.012000 90.000000 3.000000
0.000000 0.450000   0.449000 0.000000
0.000000 0.990000   1.000000 0.990000
0.000000 0.990000   1.000000 0.990000
0.000000 0.990000   1.000000 0.990000
-0.010000 3.450000   0.500000 12.700000
[close]
[close]
Title: Re: Have a question about Modding? Ask Here!
Post by: Hatman on March 26, 2016, 05:44:45 am
A question for anyone about optimization:

I've been experimenting with cannons on ships for a while now and, while I have it working quite well, I've run into a problem with running it on servers. It seems that the more cannons I add to the boats, i.e. the more moving objects in the server at the same time, the more lag is experienced by the players. The lag i refer is to the rubber-banding freeze then load sort. It affects people with higher ping only though, so It works fine for those with low ping.

I've had to compromise thus far by reducing the number of cannons to a point where lag is rarer for higher ping players but I'm wondering if there's a way to optimize things so I wouldn't have to.
Title: Re: Have a question about Modding? Ask Here!
Post by: Althalus on March 31, 2016, 11:54:39 pm
A question for anyone about optimization:

I've been experimenting with cannons on ships for a while now and, while I have it working quite well, I've run into a problem with running it on servers. It seems that the more cannons I add to the boats, i.e. the more moving objects in the server at the same time, the more lag is experienced by the players. The lag i refer is to the rubber-banding freeze then load sort. It affects people with higher ping only though, so It works fine for those with low ping.

I've had to compromise thus far by reducing the number of cannons to a point where lag is rarer for higher ping players but I'm wondering if there's a way to optimize things so I wouldn't have to.

In my experience the warband engine just can't handle it. The server process is single threaded and maxes at 2 gigs of ram, so unless you have something with beast single thread power the engine just can't deal with interactive props that are on a moving structure. Even PW lags a little when boats are used, and that's a much cruder type of control in a much lighter environment.

I wish you luck, though. It'd be really nice to see what you're attempting.
Title: Re: Have a question about Modding? Ask Here!
Post by: Hatman on April 02, 2016, 02:33:12 am
In my experience the warband engine just can't handle it. The server process is single threaded and maxes at 2 gigs of ram, so unless you have something with beast single thread power the engine just can't deal with interactive props that are on a moving structure. Even PW lags a little when boats are used, and that's a much cruder type of control in a much lighter environment.

I wish you luck, though. It'd be really nice to see what you're attempting.

Thanks, I feared this was the case. I suppose I'll have to be content with six cannons per boat as that seems to be at the limit of stability.

Perhaps just having trigger-able cannon shots from below decks to simulate a crew reloading cannons might be the way to go for proper naval combat from here.
Title: Re: Have a question about Modding? Ask Here!
Post by: tired on April 08, 2016, 09:11:44 am
When having bots spawn in a server, is there a way to make only infantry bots spawn, and only on a certain map? Is there a way to make them melee only instead of shoot and melee when close? The bots in NW are less dangerous than in Native.
Title: Re: Have a question about Modding? Ask Here!
Post by: Johny_Nawalony on April 15, 2016, 09:43:36 pm
Does anyone know to who Nassau server in 1815, French or Brit? Because i did a skin of Nassau grenadier ,but not really know where i should place him.
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on April 15, 2016, 10:07:37 pm
This question moreso could be thoroughly answered on the ask a Historical Question thread (https://www.fsegames.eu/forum/index.php?topic=10605.0)
Does anyone know to who Nassau server in 1815, French or Brit? Because i did a skin of Nassau grenadier ,but not really know where i should place him.
The British accordingly
Quote
The troops from the Duchy of Nassau fought for the Confederation of the Rhine in Spain. They compiled a credible combat record while in the Peninsula but the 2nd Regiment still deserted to the British en mass when the opportunity presented itself. After spending the rest of the War in captivity in Britain, they were released back to Nassau during the Congress of Vienna in 1814. With Napoleon's return from exile, they were part of the Netherlands Army since the Prince of Orange was also the Duke of Nassau. They fought well at Quatre Bras being the first units to make contact with the French and at Waterloo were heavily engaged at the chateaus of Hugomount on the right and Papelotte on the left of the Anglo-Allied line.

See also
https://ospreypublishing.com/blog/Waterloo_Quatre_Bras_Nassau/

I hope this helps. Woot, page 100.
Title: Re: Have a question about Modding? Ask Here!
Post by: Johny_Nawalony on April 16, 2016, 02:20:57 pm
This question moreso could be thoroughly answered on the ask a Historical Question thread (https://www.fsegames.eu/forum/index.php?topic=10605.0)
Does anyone know to who Nassau server in 1815, French or Brit? Because i did a skin of Nassau grenadier ,but not really know where i should place him.
The British accordingly
Quote
The troops from the Duchy of Nassau fought for the Confederation of the Rhine in Spain. They compiled a credible combat record while in the Peninsula but the 2nd Regiment still deserted to the British en mass when the opportunity presented itself. After spending the rest of the War in captivity in Britain, they were released back to Nassau during the Congress of Vienna in 1814. With Napoleon's return from exile, they were part of the Netherlands Army since the Prince of Orange was also the Duke of Nassau. They fought well at Quatre Bras being the first units to make contact with the French and at Waterloo were heavily engaged at the chateaus of Hugomount on the right and Papelotte on the left of the Anglo-Allied line.

See also
https://ospreypublishing.com/blog/Waterloo_Quatre_Bras_Nassau/

I hope this helps. Woot, page 100.
I think ill pack them to frenchies , as they were on peninsula
Title: Re: Have a question about Modding? Ask Here!
Post by: greatscot on April 29, 2016, 09:28:02 pm
Right, I want to change some of the French names, but they have accents (é,à etc.) I've tried re-naming them through troops.txt and the French troops.csv file.
None of these work, Help would be appreciated ;D
Title: Re: Have a question about Modding? Ask Here!
Post by: Bamse on April 30, 2016, 03:30:42 pm
Hello. My friend has a 3D printer and we thought about printing out our ingame avatars that we have ingame.
i know that i can combine diffrent models together using Open Brf, but im still lacking my ingame avatar so to say.
and im wondering where is your character stored? is it inside one of the .Brf files or is there anyway to even get it?
Title: Re: Have a question about Modding? Ask Here!
Post by: Grozni on May 17, 2016, 12:42:10 pm
If you mean your character's face, it is generated during run-time and there is no way to extract it's polygon data. The only solution is to hire a modeler to re-create the face. Pieces of uniform can be extracted via openBRF and put together into a single model, but again you'd need a decent modeler who will put it together in a way that doesn't confuse 3d printer.
Title: Re: Have a question about Modding? Ask Here!
Post by: GodEmperorTitus on May 17, 2016, 11:25:35 pm
Hi, what makes the British Rifle Sergeants chevrons appear on his jacket? I want to make the another class have chevrons on just the right arm. I would use the rifle sergeant mesh and reskin it however it has the wrong shaped epaulets and that neckerchief thing that I don't want to be there. I am trying to remove the neckerchief part of the model using wings3d but when I import it as a .obj and then edit it I can't re-export it as a .obj Wings3d says "internal error" and doesn't export it. Maybe I'm missing something obvious but I've been at this for hours and I can't figure it out and it's driving me nuts. Any help would be greatly appreciated.
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on May 18, 2016, 12:11:22 am
Hi, what makes the British Rifle Sergeants chevrons appear on his jacket? I want to make the another class have chevrons on just the right arm. I would use the rifle sergeant mesh and reskin it however it has the wrong shaped epaulets and that neckerchief thing that I don't want to be there. I am trying to remove the neckerchief part of the model using wings3d but when I import it as a .obj and then edit it I can't re-export it as a .obj Wings3d says "internal error" and doesn't export it. Maybe I'm missing something obvious but I've been at this for hours and I can't figure it out and it's driving me nuts. Any help would be greatly appreciated.
Perhaps try openBRF's split into connected sub-meshes option on right clicking the mesh. That may cleanly (or not) separate the epaulets and neckerchief.
Title: Re: Have a question about Modding? Ask Here!
Post by: GodEmperorTitus on May 18, 2016, 02:47:02 am
No luck I'm afraid. The epaulets and neckerchief do not separate from the jacket when I do that.
Title: Re: Have a question about Modding? Ask Here!
Post by: Mercuri on May 18, 2016, 09:44:47 am
Hi, what makes the British Rifle Sergeants chevrons appear on his jacket?
I'm not at home now so I can't check it, but if I'm remebering well the model of the british rifle sgt is uv-maped to take that chevrons from the texture. I think you are asking that...

I am trying to remove the neckerchief part of the model using wings3d but when I import it as a .obj and then edit it I can't re-export it as a .obj Wings3d says "internal error" and doesn't export it. Maybe I'm missing something obvious but I've been at this for hours and I can't figure it out and it's driving me nuts. Any help would be greatly appreciated.
As usnavy told you, the easier way to do that kind of change is to split in diferent parts in the openbrf, but as happened this time, not always works for all the parts you want, so you should use a external modeling program, you used wings3d, I dind't played to much with this but can you try with another like blender? Maybe it helps.
Title: Re: Have a question about Modding? Ask Here!
Post by: Friedrich Staps {58th} on May 22, 2016, 07:14:03 am
Anyone know what texture or .brf file the Landwehr Cav pants use in OpenBRF? Not showing up for me in game. Might be a glitch, but just to be sure I'd like to know what's missing.
Title: Re: Have a question about Modding? Ask Here!
Post by: Grozni on May 22, 2016, 07:56:58 am
Anyone know what texture or .brf file the Landwehr Cav pants use in OpenBRF? Not showing up for me in game. Might be a glitch, but just to be sure I'd like to know what's missing.

Can't be a glitch. According to module system, the model name for prussian cav pants is called prussian_landwehr_pants_2 
In openBRF do Ctrl+F to find model by its name, from there you can easily find the right material and texture.
Title: Re: Have a question about Modding? Ask Here!
Post by: wiener_snitzel on June 03, 2016, 02:26:47 pm
is it possible to make a mod where prussian soldiers in NW doenst get random hats so regiments doesnt look so undisciplined with half of the soldiers wearing one kind of hat and the other wearing another kind of hat? if i edit the troop.txt i get auto kicked for cheating, so i hoping to some could maybe help with a neat BRF trick or something :)

This mostly considers prussian_8_infantry_ranker witch uses the prussian_shako and prussian_shako_2
and prussian_23_infantry_ranker witch uses the prussian_shako, prussian_shako_2 and 23_fourage_hat.

Title: Re: Have a question about Modding? Ask Here!
Post by: Grozni on June 03, 2016, 02:43:25 pm
is it possible to make a mod where prussian soldiers in NW doenst get random hats so regiments doesnt look so undisciplined with half of the soldiers wearing one kind of hat and the other wearing another kind of hat? if i edit the troop.txt i get auto kicked for cheating, so i hoping to some could maybe help with a neat BRF trick or something :)

This mostly considers prussian_8_infantry_ranker witch uses the prussian_shako and prussian_shako_2
and prussian_23_infantry_ranker witch uses the prussian_shako, prussian_shako_2 and 23_fourage_hat.

Depends on what you're trying to achieve, client or server side change? Client side change would be visible only by those who use modified version of the game, meaning you and your regiment members, everyone else would see the same old. For easiest client side change, lets say you have a hat_a and hat_b and you want your troops to use hat_a only, in this case you would use openBRF to rename hat_b to something like hat_b_old, then duplicate hat_a and rename the duplicate into hat_b and that's it. To distribute this modification you would just share the one .brf file you modified.

A server side change would work only on the server which has modification installed, but everyone on this server would see the change. Removing the unwanted hat variation from troops.txt should do the trick, but this change should be done on dedicated server only. If you modify your actual game (client) you will see errors you described as your game client is no longer compatible with server. If for some reason this doesn't work, you would have to add custom code to module system, make a script which checks if a player who spawns is wearing the unwanted type of hat, and replace it with another one.
Title: Re: Have a question about Modding? Ask Here!
Post by: wiener_snitzel on June 03, 2016, 03:27:30 pm
is it possible to make a mod where prussian soldiers in NW doenst get random hats so regiments doesnt look so undisciplined with half of the soldiers wearing one kind of hat and the other wearing another kind of hat? if i edit the troop.txt i get auto kicked for cheating, so i hoping to some could maybe help with a neat BRF trick or something :)

This mostly considers prussian_8_infantry_ranker witch uses the prussian_shako and prussian_shako_2
and prussian_23_infantry_ranker witch uses the prussian_shako, prussian_shako_2 and 23_fourage_hat.

Depends on what you're trying to achieve, client or server side change? Client side change would be visible only by those who use modified version of the game, meaning you and your regiment members, everyone else would see the same old. For easiest client side change, lets say you have a hat_a and hat_b and you want your troops to use hat_a only, in this case you would use openBRF to rename hat_b to something like hat_b_old, then duplicate hat_a and rename the duplicate into hat_b and that's it. To distribute this modification you would just share the one .brf file you modified.

A server side change would work only on the server which has modification installed, but everyone on this server would see the change. Removing the unwanted hat variation from troops.txt should do the trick, but this change should be done on dedicated server only. If you modify your actual game (client) you will see errors you described as your game client is no longer compatible with server. If for some reason this doesn't work, you would have to add custom code to module system, make a script which checks if a player who spawns is wearing the unwanted type of hat, and replace it with another one.

im trying to make prussian_8_infantry_ranker only use prussian_shako and prussian_23_infantry_ranker to only use 23_fourage_hat as a client mod, while not doing anything to prussian_shako_2 becuase its also jaeger and freikorps shako witch looks fine :)
Title: Re: Have a question about Modding? Ask Here!
Post by: Grozni on June 03, 2016, 04:15:50 pm
So what you actually want is to pare clothes with appropriate hats. This might be possible using openBRF alone, but you may run into strange behaviors and errors to overcome.
For a solution which involves openBRF alone, it would involve something like replacing clothes_a with a model which has both clothes_a and hat_a combined, then if the model has no rigging apply some from other existing model (you can copy/paste rigging), do the same for clothes_b, and replace hats a and b with empty models so they are invisible. But I would expect some bumps on the road, good luck.
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on June 03, 2016, 04:55:30 pm
Spoiler
is it possible to make a mod where prussian soldiers in NW doenst get random hats so regiments doesnt look so undisciplined with half of the soldiers wearing one kind of hat and the other wearing another kind of hat? if i edit the troop.txt i get auto kicked for cheating, so i hoping to some could maybe help with a neat BRF trick or something :)

This mostly considers prussian_8_infantry_ranker witch uses the prussian_shako and prussian_shako_2
and prussian_23_infantry_ranker witch uses the prussian_shako, prussian_shako_2 and 23_fourage_hat.

Depends on what you're trying to achieve, client or server side change? Client side change would be visible only by those who use modified version of the game, meaning you and your regiment members, everyone else would see the same old. For easiest client side change, lets say you have a hat_a and hat_b and you want your troops to use hat_a only, in this case you would use openBRF to rename hat_b to something like hat_b_old, then duplicate hat_a and rename the duplicate into hat_b and that's it. To distribute this modification you would just share the one .brf file you modified.

A server side change would work only on the server which has modification installed, but everyone on this server would see the change. Removing the unwanted hat variation from troops.txt should do the trick, but this change should be done on dedicated server only. If you modify your actual game (client) you will see errors you described as your game client is no longer compatible with server. If for some reason this doesn't work, you would have to add custom code to module system, make a script which checks if a player who spawns is wearing the unwanted type of hat, and replace it with another one.

im trying to make prussian_8_infantry_ranker only use prussian_shako and prussian_23_infantry_ranker to only use 23_fourage_hat as a client mod, while not doing anything to prussian_shako_2 becuase its also jaeger and freikorps shako witch looks fine :)
[close]
So what you actually want is to pare clothes with appropriate hats. This might be possible using openBRF alone, but you may run into strange behaviors and errors to overcome.
For a solution which involves openBRF alone, it would involve something like replacing clothes_a with a model which has both clothes_a and hat_a combined, then if the model has no rigging apply some from other existing model (you can copy/paste rigging), do the same for clothes_b, and replace hats a and b with empty models so they are invisible. But I would expect some bumps on the road, good luck.
The only (minor) problem with that is first person. Hats that are not assigned in openBRF as headwear, but rather as part of a uniform mesh will appear in first person possibly obstructing the field of view. Client side option is probably the most do-able for what wiener_snitzel wants to accomplish.
Title: Re: Have a question about Modding? Ask Here!
Post by: wiener_snitzel on June 03, 2016, 05:09:46 pm
So what you actually want is to pare clothes with appropriate hats. This might be possible using openBRF alone, but you may run into strange behaviors and errors to overcome.
For a solution which involves openBRF alone, it would involve something like replacing clothes_a with a model which has both clothes_a and hat_a combined, then if the model has no rigging apply some from other existing model (you can copy/paste rigging), do the same for clothes_b, and replace hats a and b with empty models so they are invisible. But I would expect some bumps on the road, good luck.

Could you explain deeper how to copy paste rigging? i have done similar stuff with hats that where already rigged, the only issue with doing it this way is when you go first person the hat does not go invisible so you can see it in the top of your screen, but i dont mind that :)

Edit - No need to explain anyways figured it out
Title: Re: Have a question about Modding? Ask Here!
Post by: Johny_Nawalony on June 05, 2016, 10:12:05 am
Simple question, is the "musket2_volly" sound used in anything?
Title: Re: Have a question about Modding? Ask Here!
Post by: Gokiller on June 08, 2016, 01:00:26 am
Simple question, is the "musket2_volly" sound used in anything?
I don't have a NW source code currently at my disposal. But that's pretty easy to check. Simply use Notepad++ -> Search -> Find in Files and type in "musket2_volly". Then you will get a simple oversight on where it is used. If it is used at all, but that's unlikely otherwise it probably wouldn't be there.
Title: Re: Have a question about Modding? Ask Here!
Post by: Friedrich Staps {58th} on June 14, 2016, 05:00:16 am
Okay so I got Alistair's Nr25 mod so the Jaegers have freikorps coats. The problem is, the Jaeger officer pants in game (austrian_officer_boots) pop through the coat and look bad. How do I get rid of the pants so I can make the officer pants the freikorps ones given that I know how to put on? In other words, I can already add the standard freikorps pants, but how do I make it so the white pants (austrian_officer_boots) do not show up so I can use the ones I have?

A look:
https://steamcommunity.com/sharedfiles/filedetails/?id=703312423
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on June 14, 2016, 11:43:30 pm
Okay so I got Alistair's Nr25 mod so the Jaegers have freikorps coats. The problem is, the Jaeger officer pants in game (austrian_officer_boots) pop through the coat and look bad. How do I get rid of the pants so I can make the officer pants the freikorps ones given that I know how to put on? In other words, I can already add the standard freikorps pants, but how do I make it so the white pants (austrian_officer_boots) do not show up so I can use the ones I have?

A look:
https://steamcommunity.com/sharedfiles/filedetails/?id=703312423

This may help, first a big useful and informative quote after this section. The search function is quite useful for digging up information. You will want to know the unit's pants model name in openBRF to find. And I highly recommend to just have the NW source code downloaded to use to cross-reference which units share what pants in module_troops file. In the module_items file you can check what a item's mesh/model name is. Sometimes the item name from openBRF is changed in the troop's inventory . CTRL+F search is your friend here. Also, Notepad++ can make a search to highlight and retrieve all matches of a word(s) search.

Navy, You know how the Austrian Grenadiers, Grenzers, and Hungarians use the same pants? how do I make it so the Grenzers have, say, pink pants but the Grenadiers and Hungarians still have the origanel?
The easiest way to do this and since only being visual is to attach your specific pants you want in the brfs by making the pants mesh
mesh_name.3 aka the number after the last attached mesh for the uniform. This will assign the pants to the uniform itself let me see if I can dig up Parrot's method on this matter. Here we go.
To quote Parrot
Not possible without editing the code because those pants are shared with a lot of units.

It's possible, I managed to separate all of the British, French, and Russian pants in my mod. It takes quite a bit of time and patience though, so grab a nice beer and some good music, and settle down with OpenBRF.

-----------------------------------------------

What you'll want to do first is single out which unit you want to change the pants mesh for, let's take the French as an example, because apparently their trousers were so comfortable everyone decided to wear them. The basic French pants are located in the mm_french_uniforms.brf file, they are called french_basic_infantry_pants and they are currently linked to all basic French infantry units, and some others in other factions.

I'm going to take a second to explain how the unit meshes are currently set up in the uniform BRFs. For all units, you have the torso meshes and the pants, the torso stuff will all have the same name with a number behind it. The pants are all separate, either with the unit's name in, or shared with a pool of other units. MW looks at the torso meshes and then combines them with the correct pants mesh that it has been told to combine the torso with. If it can't find one of these meshes, it won't load it, and you'll get an invisible body part.

Now back to business....

First thing, rename your French infantry pants something else. I renamed mine "french_basic_infantry_pants (old)", now NW won't load that mesh because it can't find the right name. Load up NW and have a look at which regiments are missing their pants, make a note as this will save time later.

Head back into OpenBRF and copy paste the "french_basic_infantry_pants" mesh underneath all the torso meshes of the units that were missing their pants in-game. Rename the meshes to the name of the torso and add the next number in sequence at the end. Here's an example:

This:

Code
french_84e_body_ranker
french_84e_body_ranker.1
french_84e_body_ranker.2
french_basic_infantry_pants

Becomes:

Code
french_84e_body_ranker
french_84e_body_ranker.1
french_84e_body_ranker.2
french_84e_body_ranker.3

Because you changed the name of the normal French infantry pants, NW won't load them, but because the torso mesh now includes the pants, they'll be loaded with the torso. Great hmm? Simply do this with all the units you listed as not having pants and you're almost there.

To make sure that they don't vanish at certain distances, right click on the mesh and choose the option "Compute LODs". Save the BRF and you're done!

Hope this helps anyone who was wondering about the pants problems. I'll have a look at breaking the shared shako problem as well.
[close]

That happens with pants being shared, what you can do to get around this issue is assign (a bit tedious) the pants to every rank's uniform in openBRF. Of course with this method you would have to disable the old shared pants with a rename and replace the other units pants that uses the old model with this method, which is why it can be tedious.

Like so (pictures)
(https://i.gyazo.com/80e07087146f8151837de65953529496.png)(https://i.gyazo.com/596fbec10d4812bf09404542c46a23b9.png)
[close]
This method works, adding customized pants as a uniform's attached mesh will do the trick if you do each individually to have no pants-less ranks. If you have pants as an attached mesh AND as a separate mesh then they will clip if they are the same, which never looks good. So it is either adding pants to a uniform as an attached mesh shown above or replacing a pants model that is shared. Your choice, most likely you want to try adding pants customized, to each uniform as attached meshes again shown above.
Title: Re: Have a question about Modding? Ask Here!
Post by: Johny_Nawalony on June 15, 2016, 06:12:07 pm
(The specular map is fine)Anyone here to help with this glowing bug?
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fimages.akamai.steamusercontent.com%2Fugc%2F273972610468679701%2F1AA489EA7F8279374C89338D1CE74D3CEE48461E%2F&hash=becb112ff5020a29053f6d433302bfe722649dcb)
Title: Re: Have a question about Modding? Ask Here!
Post by: Grozni on June 15, 2016, 06:28:03 pm
(The specular map is fine)Anyone here to help with this glowing bug?
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fimages.akamai.steamusercontent.com%2Fugc%2F273972610468679701%2F1AA489EA7F8279374C89338D1CE74D3CEE48461E%2F&hash=becb112ff5020a29053f6d433302bfe722649dcb)

Spec RGB settings for the material in openBRF?
Title: Re: Have a question about Modding? Ask Here!
Post by: Johny_Nawalony on June 15, 2016, 09:48:49 pm
Repaired, thanks :D
How it looks after fixing
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fimages.akamai.steamusercontent.com%2Fugc%2F273972610469309369%2FF1419B658990A02AE46203851DA6C7D56D14BEC7%2F&hash=016e8020299682098905c1e2057de8e3eea20fa9)
[close]
Title: Re: Have a question about Modding? Ask Here!
Post by: cwca on June 16, 2016, 09:04:10 pm
hello, I am making a mod with many new units. in the troop.txt file, you can assign troops different uniforms. however, how do I give the units a custom skin?
I have created a skin called 'british_64th_ranker.dds' but when I assign the unit the uniform ( [itm_british_64th_ranker,...]) and then run the build, it doesn't work! it says that it is invalid! please  help!
Title: Re: Have a question about Modding? Ask Here!
Post by: Grozni on June 16, 2016, 11:35:50 pm
hello, I am making a mod with many new units. in the troop.txt file, you can assign troops different uniforms. however, how do I give the units a custom skin?
I have created a skin called 'british_64th_ranker.dds' but when I assign the unit the uniform ( [itm_british_64th_ranker,...]) and then run the build, it doesn't work! it says that it is invalid! please  help!
You should look around for some basic tutorials before attempting to do this. But main workflow (if you're talking about adding completely new clothes and not just reskin) goes like this:
- Use openBRF to import new model (if any), texture and create new material. Setup the material to use the new texture(s) and the model to use the new material.
- In items.txt or module_items.py add a new item to the list, and make sure it references the new model by the name you gave it in openBRF (the 3d mesh model itself, not the .dds texture). Look at other clothes items for examples.
- In troops.txt or module_troops.py equip the troop with the new clothes item by referencing it by the name you gave it in items.txt

If you're not sure about how to do some of these steps you should really look more into basic tutorials, search around these forums.
Title: Re: Have a question about Modding? Ask Here!
Post by: Friedrich Staps {58th} on June 17, 2016, 09:31:19 pm
I have resolved the Jaeger pants. But now another issue has arose. I have a few other mods that change bavarians to french and KGL to british. How can I make it so the german cries can be french or british?
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on June 18, 2016, 05:42:39 pm
I have resolved the Jaeger pants. But now another issue has arose. I have a few other mods that change bavarians to french and KGL to british. How can I make it so the german cries can be french or british?
Without the module system, you cannot disable the coded german warcries using German sounds. The other way without the MS, you can replace the German warcry sounds in question but then the regular speaking units will have it replaced as well. If you wish to accomplish this, it is worth the experiment time to test with the module system.
Title: Re: Have a question about Modding? Ask Here!
Post by: Malkolm R. Lind on June 18, 2016, 11:27:18 pm
Good evening chaps! Does anyone here know a way to making a unit in a Napoleonic Wars module to use other warcries than what they already use? I'm trying to change this Scottish speaking unit in North & South into a French speaking unit. I mean without editing the actual sound files themselves. Help would be heavily appreciated.
Title: Re: Have a question about Modding? Ask Here!
Post by: cwca on June 19, 2016, 05:57:46 pm
hello, I am making a mod with many new units. in the troop.txt file, you can assign troops different uniforms. however, how do I give the units a custom skin?
I have created a skin called 'british_64th_ranker.dds' but when I assign the unit the uniform ( [itm_british_64th_ranker,...]) and then run the build, it doesn't work! it says that it is invalid! please  help!
You should look around for some basic tutorials before attempting to do this. But main workflow (if you're talking about adding completely new clothes and not just reskin) goes like this:
- Use openBRF to import new model (if any), texture and create new material. Setup the material to use the new texture(s) and the model to use the new material.
- In items.txt or module_items.py add a new item to the list, and make sure it references the new model by the name you gave it in openBRF (the 3d mesh model itself, not the .dds texture). Look at other clothes items for examples.
- In troops.txt or module_troops.py equip the troop with the new clothes item by referencing it by the name you gave it in items.txt

If you're not sure about how to do some of these steps you should really look more into basic tutorials, search around these forums.

hi
 I have managed to do that today, creating a custom body for my 64th soldier. I have added the name in the Module.txt file as well. However, when I click on the soldier in the menu he has no body! I have checked everything but cant get it right, please help?
Title: Re: Have a question about Modding? Ask Here!
Post by: Grozni on June 19, 2016, 06:06:13 pm
hello, I am making a mod with many new units. in the troop.txt file, you can assign troops different uniforms. however, how do I give the units a custom skin?
I have created a skin called 'british_64th_ranker.dds' but when I assign the unit the uniform ( [itm_british_64th_ranker,...]) and then run the build, it doesn't work! it says that it is invalid! please  help!
You should look around for some basic tutorials before attempting to do this. But main workflow (if you're talking about adding completely new clothes and not just reskin) goes like this:
- Use openBRF to import new model (if any), texture and create new material. Setup the material to use the new texture(s) and the model to use the new material.
- In items.txt or module_items.py add a new item to the list, and make sure it references the new model by the name you gave it in openBRF (the 3d mesh model itself, not the .dds texture). Look at other clothes items for examples.
- In troops.txt or module_troops.py equip the troop with the new clothes item by referencing it by the name you gave it in items.txt

If you're not sure about how to do some of these steps you should really look more into basic tutorials, search around these forums.

hi
 I have managed to do that today, creating a custom body for my 64th soldier. I have added the name in the Module.txt file as well. However, when I click on the soldier in the menu he has no body! I have checked everything but cant get it right, please help?

Most likely reason for that, in case you actually imported new model, is you didn't apply rigging. Rigging is attaching correct parts of model to correct bones. If your model doesn't have option to play animations in openBRF, then rigging is obviously missing. Luckily openBRF has easy way to add it. Just select the most similar model which already exists and do Copy. Then select your model and do Paste rigging (or Paste skinning, depends on openBRF version). After that you should be able to play animations from openBRF and see your model ingame. You can use "make rigging softer/harder" options if animation doesn't look too great.
Title: Re: Have a question about Modding? Ask Here!
Post by: Grozni on June 19, 2016, 06:07:46 pm
And to add, in case you're not making a completely new mod and wish to keep your game compatible with standard NW servers, you shouldn't be adding new models, you should be replacing old ones.
Title: Re: Have a question about Modding? Ask Here!
Post by: wiener_snitzel on June 21, 2016, 04:06:25 pm
I recently saw a tread about Postfx and saw if u drag and drop Postfx.txt and Postfx.fx and Mb.fx into your modul of choice it should change the lighting in that modul. I tried this in Native with Viking Conquest Postfx.txt and Postfx.fx and Mb.fx and it worked pretty good expect the grass was white. Then i tried it in Napoleonic Wars and it was a mess, does anybody know how to fix or make this work in Napoleonic Wars?
(https://i.imgur.com/Zl4CPWM.jpg)
Title: Re: Have a question about Modding? Ask Here!
Post by: Grozni on June 21, 2016, 04:15:40 pm
Shaders are assigned to materials in .brf files. I guess native and Viking Invasion share a lot of shaders, except for the grass. NW mostly uses its own shaders, so when you overwrite them it'll look like mess, materials with missing shaders are usually white in appearance.
Title: Re: Have a question about Modding? Ask Here!
Post by: wiener_snitzel on June 21, 2016, 05:24:13 pm
Shaders are assigned to materials in .brf files. I guess native and Viking Invasion share a lot of shaders, except for the grass. NW mostly uses its own shaders, so when you overwrite them it'll look like mess, materials with missing shaders are usually white in appearance.

So there is no way to make this work?
Title: Re: Have a question about Modding? Ask Here!
Post by: Grozni on June 21, 2016, 06:33:56 pm
Shaders are assigned to materials in .brf files. I guess native and Viking Invasion share a lot of shaders, except for the grass. NW mostly uses its own shaders, so when you overwrite them it'll look like mess, materials with missing shaders are usually white in appearance.

So there is no way to make this work?

Use openBRF and see for yourself, each material has a shader assigned and in case of NW materials a lot of assigned shaders do not exist in files you overwrote with. You would have to edit materials to use native shaders, and that is not only tedious but also pointless as NW shaders are better, it would be a step back.
Title: Re: Have a question about Modding? Ask Here!
Post by: wiener_snitzel on June 21, 2016, 07:02:37 pm
I just did that but only half the texture came back, and i still got tons of those shader parameter errors. I guess its not possible :/
Title: Re: Have a question about Modding? Ask Here!
Post by: Bamse on June 22, 2016, 02:35:45 am
Hello there, Im making a resking of the french faction into a swedish faction, im working on the hussar atm but this thing keeps baffleing me.

I have been editing the French equipment_n and equipment_s

but by some reason the  eagle and the number "2" are still shading the emblem i put in there. How the fuck is this possible?!!?!?!?

Anyone have any idea where this mystery original design might be located?
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fimages.akamai.steamusercontent.com%2Fugc%2F442858231131511380%2FBDBFAA9BBBAB8A22AD0A28F1220B4B2B8D795722%2F&hash=2015c6ab5c09c198a6002c8d89b4328a95e27612)
[close]
Title: Re: Have a question about Modding? Ask Here!
Post by: Malkolm R. Lind on June 22, 2016, 11:28:12 am
Hello there, Im making a resking of the french faction into a swedish faction, im working on the hussar atm but this thing keeps baffleing me.

I have been editing the French equipment_n and equipment_s

but by some reason the  eagle and the number "2" are still shading the emblem i put in there. How the fuck is this possible?!!?!?!?

Anyone have any idea where this mystery original design might be located?
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fimages.akamai.steamusercontent.com%2Fugc%2F442858231131511380%2FBDBFAA9BBBAB8A22AD0A28F1220B4B2B8D795722%2F&hash=2015c6ab5c09c198a6002c8d89b4328a95e27612)
[close]
Sounds like a problem with the spec maps. In case you didn't know, the spec maps are those black/white textures in the texture files. They use those textures to add more depth to the look of the uniforms. If a spec map is not changed to match the colored texture, it will be noticed like a little water mark on your texture. Btw, awesome looking hussar you made there, starka Bamse.
Title: Re: Have a question about Modding? Ask Here!
Post by: Johny_Nawalony on June 24, 2016, 02:37:29 pm
How can i have many sounds for one thing?
Title: Re: Have a question about Modding? Ask Here!
Post by: Lilja Mariasdóttir on June 24, 2016, 02:40:16 pm
check module_sounds.py, there you have soundIDs that refere to several soundfiles. Example:
Code
("draw_sword",sf_priority_1|sf_vol_3, ["draw_sword.wav","draw_sword2.wav"]),
Just add into the [] brackets as many soundfiles as you want
Title: Re: Have a question about Modding? Ask Here!
Post by: Johny_Nawalony on June 24, 2016, 02:50:38 pm
Thanks, Is it posibble to make smoke fly over to one direction?
(Independent of players position)
Title: Re: Have a question about Modding? Ask Here!
Post by: Ivkolya on June 25, 2016, 10:23:13 pm
Hi all! I have an idea to add musicians to the "lord's parties" (now they are regiments) in single-player, and make them play bugles and drums accordingly to what is happening on the battlefield (different calls for charging, shooting etc.). I guess musicians can be made as some unique troops, drums and bugles can be made as weapon with 0 damage. But I don't know how to connect sound to certain order from player, and specifically to actions on the enemy's side, since I don't think bot-commander gives orders at all.
Maybe there is a mod or an OSP, where it already is, so I can take a look?

I don't work with scripts yet, but it is an important question for the future:)
Title: Re: Have a question about Modding? Ask Here!
Post by: Ivkolya on July 03, 2016, 09:29:47 pm
Hi all, is there limit for polygons and vertices in scene prop? I checked my unfinished Malakhoff Tower with battery on it, and there are 46000 vertices, and there will be at least half more, because I must add a lot more gabions and sandbags to finish it. I did my best to minimize number of vertices and polygons (deleted nearly all unseen polygons, merged vertices when possible etc, but still there are too much vertices, I think.
And maybe someone can suggest, how is it better to make these walls of sandbags and gabions, so they'll look more or less realistic (it means it can't be done as plain wall, at least I'm sure of it), and in the same time they will contain not so much vertices?

here is screenshot of work so far
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fcs630631.vk.me%2Fv630631177%2F3cf3e%2FAs4cKfuhFA8.jpg&hash=76436bc356b13e47737b00d0a672ce03e2b8ba9a)
[close]
Title: Re: Have a question about Modding? Ask Here!
Post by: Gokiller on July 03, 2016, 11:36:02 pm
I'm not aware of a certain limit. But it's definitely recommendable to keep it as low as possible. When the amount of polygons is to high. It will cause performance issues and possible crashes if the scene prop is used to much on the map.

Unless you make one scene prop which will be the entire map.

Check the NW scene prop BRF's for reference. Most props are below ~12k.
Title: Re: Have a question about Modding? Ask Here!
Post by: greatscot on July 06, 2016, 04:07:36 pm
Texturing question:

Im using Paint.net, and I'm trying to change the blue on the French 45e to White using the Hue/Saturation tool.
However, it doesn't look good whatsoever, any re-skinners out there, can you help me? thank you. :D
Title: Re: Have a question about Modding? Ask Here!
Post by: Johny_Nawalony on July 06, 2016, 09:53:31 pm
Texturing question:

Im using Paint.net, and I'm trying to change the blue on the French 45e to White using the Hue/Saturation tool.
However, it doesn't look good whatsoever, any re-skinners out there, can you help me? thank you. :D
I do white using grayscale, then white on the layer above,after that i play with transparency level.
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on July 13, 2016, 03:51:27 pm
I dont think anybody can help me with this, but as soon as I press Multiplayer, the whole game crashes. What could cause it?
EDIT: Nevermind, I think what caused it. I moved the whole Steam from disk C to disk D and forgot to change the mod path
EDIT 2: Nope, it didnt fix anything. Looks like im screwed
Also what is interesting is that when I turn music on it plays the original M&B Warband main menu music. But I changed it
Title: Re: Have a question about Modding? Ask Here!
Post by: Parrot on July 13, 2016, 08:49:56 pm
usually this is because the character uniform is missing meshes or textures
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on July 14, 2016, 12:03:07 am
I fixed it now. I just use wrong module system
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on July 15, 2016, 12:49:55 pm
Hi all. Just a quick question. Can I increase the volume of battlecries? Or do I have to, lets say, put them all into Audacity and change it manually?
EDIT: Got another problem... some "french" units yell only Come here, yer bastards, then some russian battlecries.
Here is script for french battlecries
Code
(else_try),
  (is_between,":agent_troop_id","trp_french_infantry","trp_prussian_infantry"),
              (assign, ":sound_id", "snd_voice_cry_fren"),
              (val_add,":sound_id",":fac_index"),
I dont know why some of them yell only in russian if there isnt even a script for russians.
British troops work fine, Im using the same script for them
Gosh for some reason im now having the same problem with the british. I really dont understand whats wrong. Some of them dont even say anything
Title: Re: Have a question about Modding? Ask Here!
Post by: Parrot on July 15, 2016, 02:54:37 pm
can you post all of the battle cry assignment code? and perhaps the sound tuples as well. it'll be easier to see what's wrong with them with more than just three lines of code
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on July 15, 2016, 02:59:26 pm
Quote
can you post all of the battle cry assignment code?
you mean this?
Code
(assign, ":sound_id", -1),
        (try_begin),
          (eq,":gender",tf_male),
          (try_begin),
            (eq, ":command_type", voice_type_cry),
            (try_begin),
              (this_or_next|eq,":agent_troop_id","trp_austrian_arty"),
              (eq,":agent_troop_id","trp_austrian_arty"),
              (assign, ":sound_id", "snd_voice_cry_pirate"),
            (else_try),
              (is_between,":agent_troop_id","trp_french_old_guard","trp_french_voltigeur"),
              (assign, ":sound_id", "snd_voice_cry_brit_scot"),
            (else_try),
              (is_between,":agent_troop_id","trp_british_light_infantry","trp_british_rifle"),
              (assign, ":sound_id", "snd_voice_cry_brit_scot"),
(else_try),
              (this_or_next|is_between,":agent_troop_id","trp_russian_hussar","trp_russian_uhlan"),
              (this_or_next|is_between,":agent_troop_id","trp_russian_dragoon","trp_russian_horse_guard"),
              (is_between,":agent_troop_id","trp_austrian_uhlan","trp_austrian_light_horse"),
              (assign, ":sound_id", "snd_voice_cry_russ_ukr"),
            (else_try),
              (eq,":agent_faction","fac_austria"),
              (assign, ":sound_id", "snd_voice_cry_aust"),
            (else_try),
  (is_between,":agent_troop_id","trp_british_infantry","trp_french_infantry"),
              (assign, ":sound_id", "snd_voice_cry_brit"),
              (val_add,":sound_id",":fac_index"),
(else_try),
  (is_between,":agent_troop_id","trp_french_infantry","trp_prussian_infantry"),
              (assign, ":sound_id", "snd_voice_cry_fren"),
              (val_add,":sound_id",":fac_index"),
            (try_end),
         
        (else_try),
          (eq,":gender",tf_female),
          (try_begin),
            (eq, ":command_type", voice_type_cry),
            (try_begin),
              (this_or_next|is_between,":agent_troop_id","trp_russian_hussar","trp_russian_cossack"),
              (this_or_next|is_between,":agent_troop_id","trp_russian_dragoon","trp_russian_horse_guard"),
              (is_between,":agent_troop_id","trp_austrian_uhlan","trp_austrian_light_horse"),
              (assign, ":sound_id", "snd_voice_cry_fem_russ_ukr"),
            (else_try),
              (eq,":agent_faction","fac_austria"),
              (assign, ":sound_id", "snd_voice_cry_fem_aust"),
            (else_try),
              (assign, ":sound_id", "snd_voice_cry_fem_brit"),
              (val_add,":sound_id",":fac_index"),
            (try_end),
         
       
        # change to right sound for faction.
        (try_begin),
          (neq, ":command_type", voice_type_cry),
          (val_add,":sound_id",":fac_index"),
         
          (try_begin),
            (is_between,":agent_troop_id","trp_austrian_uhlan","trp_austrian_light_horse"),
            (val_add,":sound_id", 2),
          (else_try),
            # add one for ukrain
            (this_or_next|is_between,":agent_troop_id","trp_russian_hussar","trp_russian_uhlan"),
            (is_between,":agent_troop_id","trp_russian_dragoon","trp_russian_horse_guard"),
            (val_add,":sound_id", 1),
          (try_end),
        (try_end),
       
        (gt, ":sound_id", -1),
       
        (call_script, "script_multiplayer_server_play_sound_at_agent", ":sound_id", ":agent_id"),
      (try_end),
    (try_end),
  ]),

Code
# battle cries.
 ("voice_cry_brit", sf_priority_8|sf_vol_13, [
    "brit_huzzah1.wav" # Huzzah!
   ,"parliamentbattlecry1.ogg"
   ,"parliamentbattlecry2.ogg"
   ,"parliamentbattlecry3.ogg"
   ,"parliamentbattlecry4.ogg"
   ,"parliamentbattlecry5.ogg"
 ]),
 ("voice_cry_fren", sf_priority_8|sf_vol_13, [
    "royalistbattlecry1.ogg"
   ,"royalistbattlecry2.ogg"
   ,"royalistbattlecry3.ogg"
   ,"royalistbattlecry4.ogg"
   ,"royalistbattlecry5.ogg"
   ,"brit_godsave1.wav" # God save the king!
   ,"brit_godsave2.wav"
   ,"brit_king1.wav" # For king and country
   ,"brit_king2.wav"
 ]),
 ("voice_cry_prus", sf_priority_8|sf_vol_13, [
    "brit_bastard1.wav" # Come on yer bastards
   ,"brit_bastard2.wav"
 ]),
 ("voice_cry_russ", sf_priority_8|sf_vol_13, [
    "rus_battlecry1.wav"
   ,"rus_battlecry2.wav"
   ,"rus_battlecry3.wav"
   ,"rus_battlecry4.wav"
   ,"rus_battlecry5.wav"
   ,"rus_battlecry6.wav"
   ,"rus_battlecry7.wav"
   ,"rus_battlecry8.wav"
   ,"rus_battlecry9.wav"
   ,"rus_battlecry10.wav"
   ,"rus_battlecry11.wav"
   ,"rus_battlecry12.wav"
   ,"rus_battlecry13.wav"
 ]),
 ("voice_cry_aust", sf_priority_8|sf_vol_13, [
    "brit_bastard1.wav" # Come on yer bastards
    ,"brit_bastard2.wav"
 ]),
 ("voice_cry_brit_scot", sf_priority_8|sf_vol_13, [
    "brit_bastard1.wav" # Come on yer bastards
   ,"brit_bastard2.wav"
   ,"brit_scotland1.wav" # Scotland Ferever
   ,"brit_scotland2.wav"
   ,"brit_sonsof1.wav" # Sons of the hounds, come here and get flesh
   ,"brit_sonsof2.wav"
   ,"brit_bydand1.wav" # Bydand
   ,"brit_bydand2.wav"
 ]),
 ("voice_cry_russ_ukr", sf_priority_8|sf_vol_13, [
    "ukr_battlecry1.wav"
   ,"ukr_battlecry2.wav"
   ,"ukr_battlecry3.wav"
   ,"rus_battlecry3.wav"
   ,"rus_battlecry10.wav"
   ,"rus_battlecry11.wav"
   ,"rus_battlecry12.wav"
 ]),
 
 ("voice_cry_pirate", sf_priority_8|sf_vol_13, [
    "pirate_1.wav"
   ,"pirate_2.wav"
   ,"pirate_3.wav"
   ,"pirate_4.wav"
   ,"pirate_5.wav"
   ,"pirate_6.wav"
   ,"pirate_7.wav"
   ,"pirate_8.wav"
   ,"pirate_9.wav"
   ,"pirate_10.wav"
   ,"pirate_11.wav"
   ,"pirate_12.wav"
   ,"pirate_13.wav"
   ,"pirate_14.wav"
 ]),
I dont know if I posted the right thing, I dont work with sounds very much

EDIT: Hi Parrot. Could this problem cause having the "ranked" troops not having the same name as the original?  :D I dont know if you understand so I will post the code from module_troops
Code
["british_hussar","Sir William Waller's Regiment of Dragoons","Parliamentary Dragoons",tf_mounted|tf_guarantee_all,0,0,fac_britain,
   [itm_newmodeldragoon,itm_yellowcavboots,itm_blackcavboots,itm_bluehat1,itm_bluehat2,itm_bluehat3,itm_cheapsword1,itm_cheapsword2,itm_cheapsword3,itm_firelock_regular_short,itm_firelock_regular_long,itm_bullets,itm_dragoon_horse_1,itm_dragoon_horse_2,itm_dragoon_horse_3,itm_dragoon_horse_4,itm_dragoon_horse_5],
   def_attrib_multiplayer|level(20),wpex(80,5,50,5,150,5),knows_common|knows_riding_6|knows_ironflesh_2|knows_athletics_1,swadian_face_middle_1, swadian_face_old_2],
  ["british_hussar_officer","Okey's Dragoons","Trumpeter",tf_mounted|tf_guarantee_all,0,0,fac_british_ranks,
   [itm_yellowcavboots,itm_blackcavboots,itm_newmodeltrumpeter,itm_bluehat1,itm_trumpet,itm_bluehat2,itm_bluehat3,itm_goodrapier1,itm_dragoon_horse_1,itm_dragoon_horse_2,itm_dragoon_horse_3,itm_dragoon_horse_4,itm_dragoon_horse_5],
   def_attrib_multiplayer|level(20),wpex(100,5,150,5,150,5),knows_common|knows_ironflesh_2|knows_riding_6|knows_athletics_1,swadian_face_middle_1, swadian_face_old_2],
  ["british_hussar_bugle","1st KGL Hussars","Cornet",tf_mounted|tf_guarantee_all,0,0,fac_british_ranks,
   [itm_bluehat1,itm_bluehat2,itm_bluehat3,itm_newmodeltrumpeter,itm_okeyflag,itm_dragoon_horse_1,itm_dragoon_horse_2,itm_browncavboots,itm_blackcavboots,itm_goodrapier1],
   def_attrib|level(20),wpex(160,5,30,5,30,5),knows_common|knows_riding_6|knows_ironflesh_3|knows_power_strike_3,swadian_face_middle_1, swadian_face_old_2],
  ["british_hussar_nco","Okey's Dragoons","Officer",tf_mounted|tf_guarantee_all,0,0,fac_british_ranks,
You can notice that the first troop is called "Sir William Wallers regiment of dragoons", but the second troop is "Okey's dragoons" and then the third is called "1st KGL Hussars" and so on.
Title: Re: Have a question about Modding? Ask Here!
Post by: Parrot on July 18, 2016, 11:27:33 am
EDIT: Hi Parrot. Could this problem cause having the "ranked" troops not having the same name as the original?  :D I dont know if you understand so I will post the code from module_troops
You can notice that the first troop is called "Sir William Wallers regiment of dragoons", but the second troop is "Okey's dragoons" and then the third is called "1st KGL Hussars" and so on.

Code
["british_hussar","Sir William Waller's Regiment of Dragoons","Parliamentary Dragoons",tf_mounted|tf_guarantee_all,0,0,fac_britain,
   [itm_newmodeldragoon,itm_yellowcavboots,itm_blackcavboots,itm_bluehat1,itm_bluehat2,itm_bluehat3,itm_cheapsword1,itm_cheapsword2,itm_cheapsword3,itm_firelock_regular_short,itm_firelock_regular_long,itm_bullets,itm_dragoon_horse_1,itm_dragoon_horse_2,itm_dragoon_horse_3,itm_dragoon_horse_4,itm_dragoon_horse_5],
   def_attrib_multiplayer|level(20),wpex(80,5,50,5,150,5),knows_common|knows_riding_6|knows_ironflesh_2|knows_athletics_1,swadian_face_middle_1, swadian_face_old_2],
  ["british_hussar_officer","Okey's Dragoons","Trumpeter",tf_mounted|tf_guarantee_all,0,0,fac_british_ranks,
   [itm_yellowcavboots,itm_blackcavboots,itm_newmodeltrumpeter,itm_bluehat1,itm_trumpet,itm_bluehat2,itm_bluehat3,itm_goodrapier1,itm_dragoon_horse_1,itm_dragoon_horse_2,itm_dragoon_horse_3,itm_dragoon_horse_4,itm_dragoon_horse_5],
   def_attrib_multiplayer|level(20),wpex(100,5,150,5,150,5),knows_common|knows_ironflesh_2|knows_riding_6|knows_athletics_1,swadian_face_middle_1, swadian_face_old_2],
  ["british_hussar_bugle","1st KGL Hussars","1st KGL Hussars",tf_mounted|tf_guarantee_all,0,0,fac_british_ranks,
   [itm_bluehat1,itm_bluehat2,itm_bluehat3,itm_newmodeltrumpeter,itm_okeyflag,itm_dragoon_horse_1,itm_dragoon_horse_2,itm_browncavboots,itm_blackcavboots,itm_goodrapier1],
   def_attrib|level(20),wpex(160,5,30,5,30,5),knows_common|knows_riding_6|knows_ironflesh_3|knows_power_strike_3,swadian_face_middle_1, swadian_face_old_2],
  ["british_hussar_nco","Okey's Dragoons","Okey's Dragoons",tf_mounted|tf_guarantee_all,0,0,fac_british_ranks,

if these units are supposed to be different units under the parliamentary dragoons, then their names (eg Okey's Dragoons) won't show unless you replace the rank name with the regiment name (Officer -> Okey's Dragoons)
these names don't make a difference to anything other than the string that's shown in the in-game unit menu. the tag that impacts the scripts is trp_british_hussar.



(assign, ":sound_id", -1),
        (try_begin),
          (eq,":gender",tf_male),
          (try_begin),
            (eq, ":command_type", voice_type_cry),
            (try_begin),
              (this_or_next|eq,":agent_troop_id","trp_austrian_arty"), #you don't need this line, remove it: it says "if troop == austrian arty, else troop == austrian arty"
              (eq,":agent_troop_id","trp_austrian_arty"),
              (assign, ":sound_id", "snd_voice_cry_pirate"),
            (else_try),
              (is_between,":agent_troop_id","trp_french_old_guard","trp_french_voltigeur"),
              (assign, ":sound_id", "snd_voice_cry_brit_scot"),
            (else_try),
              (is_between,":agent_troop_id","trp_british_light_infantry","trp_british_rifle"),
              (assign, ":sound_id", "snd_voice_cry_brit_scot"),
       (else_try),
              (this_or_next|is_between,":agent_troop_id","trp_russian_hussar","trp_russian_uhlan"), # if you're not using russia as a faction you can remove these
              (this_or_next|is_between,":agent_troop_id","trp_russian_dragoon","trp_russian_horse_guard"),
              (is_between,":agent_troop_id","trp_austrian_uhlan","trp_austrian_light_horse"),
              (assign, ":sound_id", "snd_voice_cry_russ_ukr"),
            (else_try),

              (eq,":agent_faction","fac_austria"), # specific country shouts
              (assign, ":sound_id", "snd_voice_cry_aust"),
            (else_try),
         (is_between,":agent_troop_id","trp_british_infantry","trp_french_infantry"),
              (assign, ":sound_id", "snd_voice_cry_brit"),
              (val_add,":sound_id",":fac_index"),
       (else_try),
         (is_between,":agent_troop_id","trp_french_infantry","trp_prussian_infantry"),
# remove this whole section, the previous one with the british shouts assigns all faction battle cries. if you want france to use difference battle cries to their faction ones, use the austria battle cry assignment as an example, and place it before the british battle cries/faction shouts.
              (assign, ":sound_id", "snd_voice_cry_fren"),
              (val_add,":sound_id",":fac_index"),

            (try_end),
         
apart from this, don't forget that the ukrainian troops in france use the ukrainian battle cries, austrian troops use a mix of prussian and austrian battle cries, and the french bavarians use prussian shouts. so when you're assigning battle cries, make sure they're nice and neat, well labeled, and that anything left over from nw is removed if it's causing a problem. also don't forget to make changes to the female sounds, there's nothing worse than a female character shouting "long live napoleon" during the english civil war.
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on July 18, 2016, 04:10:59 pm
EDIT: Hi Parrot. Could this problem cause having the "ranked" troops not having the same name as the original?  :D I dont know if you understand so I will post the code from module_troops
You can notice that the first troop is called "Sir William Wallers regiment of dragoons", but the second troop is "Okey's dragoons" and then the third is called "1st KGL Hussars" and so on.

Code
["british_hussar","Sir William Waller's Regiment of Dragoons","Parliamentary Dragoons",tf_mounted|tf_guarantee_all,0,0,fac_britain,
   [itm_newmodeldragoon,itm_yellowcavboots,itm_blackcavboots,itm_bluehat1,itm_bluehat2,itm_bluehat3,itm_cheapsword1,itm_cheapsword2,itm_cheapsword3,itm_firelock_regular_short,itm_firelock_regular_long,itm_bullets,itm_dragoon_horse_1,itm_dragoon_horse_2,itm_dragoon_horse_3,itm_dragoon_horse_4,itm_dragoon_horse_5],
   def_attrib_multiplayer|level(20),wpex(80,5,50,5,150,5),knows_common|knows_riding_6|knows_ironflesh_2|knows_athletics_1,swadian_face_middle_1, swadian_face_old_2],
  ["british_hussar_officer","Okey's Dragoons","Trumpeter",tf_mounted|tf_guarantee_all,0,0,fac_british_ranks,
   [itm_yellowcavboots,itm_blackcavboots,itm_newmodeltrumpeter,itm_bluehat1,itm_trumpet,itm_bluehat2,itm_bluehat3,itm_goodrapier1,itm_dragoon_horse_1,itm_dragoon_horse_2,itm_dragoon_horse_3,itm_dragoon_horse_4,itm_dragoon_horse_5],
   def_attrib_multiplayer|level(20),wpex(100,5,150,5,150,5),knows_common|knows_ironflesh_2|knows_riding_6|knows_athletics_1,swadian_face_middle_1, swadian_face_old_2],
  ["british_hussar_bugle","1st KGL Hussars","1st KGL Hussars",tf_mounted|tf_guarantee_all,0,0,fac_british_ranks,
   [itm_bluehat1,itm_bluehat2,itm_bluehat3,itm_newmodeltrumpeter,itm_okeyflag,itm_dragoon_horse_1,itm_dragoon_horse_2,itm_browncavboots,itm_blackcavboots,itm_goodrapier1],
   def_attrib|level(20),wpex(160,5,30,5,30,5),knows_common|knows_riding_6|knows_ironflesh_3|knows_power_strike_3,swadian_face_middle_1, swadian_face_old_2],
  ["british_hussar_nco","Okey's Dragoons","Okey's Dragoons",tf_mounted|tf_guarantee_all,0,0,fac_british_ranks,

if these units are supposed to be different units under the parliamentary dragoons, then their names (eg Okey's Dragoons) won't show unless you replace the rank name with the regiment name (Officer -> Okey's Dragoons)
these names don't make a difference to anything other than the string that's shown in the in-game unit menu. the tag that impacts the scripts is trp_british_hussar.



(assign, ":sound_id", -1),
        (try_begin),
          (eq,":gender",tf_male),
          (try_begin),
            (eq, ":command_type", voice_type_cry),
            (try_begin),
              (this_or_next|eq,":agent_troop_id","trp_austrian_arty"), #you don't need this line, remove it: it says "if troop == austrian arty, else troop == austrian arty"
              (eq,":agent_troop_id","trp_austrian_arty"),
              (assign, ":sound_id", "snd_voice_cry_pirate"),
            (else_try),
              (is_between,":agent_troop_id","trp_french_old_guard","trp_french_voltigeur"),
              (assign, ":sound_id", "snd_voice_cry_brit_scot"),
            (else_try),
              (is_between,":agent_troop_id","trp_british_light_infantry","trp_british_rifle"),
              (assign, ":sound_id", "snd_voice_cry_brit_scot"),
       (else_try),
              (this_or_next|is_between,":agent_troop_id","trp_russian_hussar","trp_russian_uhlan"), # if you're not using russia as a faction you can remove these
              (this_or_next|is_between,":agent_troop_id","trp_russian_dragoon","trp_russian_horse_guard"),
              (is_between,":agent_troop_id","trp_austrian_uhlan","trp_austrian_light_horse"),
              (assign, ":sound_id", "snd_voice_cry_russ_ukr"),
            (else_try),

              (eq,":agent_faction","fac_austria"), # specific country shouts
              (assign, ":sound_id", "snd_voice_cry_aust"),
            (else_try),
         (is_between,":agent_troop_id","trp_british_infantry","trp_french_infantry"),
              (assign, ":sound_id", "snd_voice_cry_brit"),
              (val_add,":sound_id",":fac_index"),
       (else_try),
         (is_between,":agent_troop_id","trp_french_infantry","trp_prussian_infantry"),
# remove this whole section, the previous one with the british shouts assigns all faction battle cries. if you want france to use difference battle cries to their faction ones, use the austria battle cry assignment as an example, and place it before the british battle cries/faction shouts.
              (assign, ":sound_id", "snd_voice_cry_fren"),
              (val_add,":sound_id",":fac_index"),

            (try_end),
         
apart from this, don't forget that the ukrainian troops in france use the ukrainian battle cries, austrian troops use a mix of prussian and austrian battle cries, and the french bavarians use prussian shouts. so when you're assigning battle cries, make sure they're nice and neat, well labeled, and that anything left over from nw is removed if it's causing a problem. also don't forget to make changes to the female sounds, there's nothing worse than a female character shouting "long live napoleon" during the english civil war.
Thank you so much

Title: Re: Have a question about Modding? Ask Here!
Post by: Johny_Nawalony on August 01, 2016, 03:04:10 pm
Is there any option in open brf to copy rigging and paste it into other model(s)?
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on August 02, 2016, 01:09:47 am
Is there any option in open brf to copy rigging and paste it into other model(s)?
Yeah. Edit tab: select Copy or Copy complete on the model for reference rigging you want. Edit tab: select Paste rigging option on the model you need rigged.
Title: Re: Have a question about Modding? Ask Here!
Post by: Johny_Nawalony on August 02, 2016, 12:48:21 pm
Spoiler
Is there any option in open brf to copy rigging and paste it into other model(s)?
Yeah. Edit tab: select Copy or Copy complete on the model for reference rigging you want. Edit tab: select Paste rigging option on the model you need rigged.
[close]
Thanks, it helped me alot
Title: Re: Have a question about Modding? Ask Here!
Post by: greatscot on August 03, 2016, 07:15:54 pm
I want to re-name some of the Austrian units, using Spanish names. (ñ, etc.)

how would these accents be implemented? troops.txt doesn't work
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on August 03, 2016, 10:03:35 pm
I want to re-name some of the Austrian units, using Spanish names. (ñ, etc.)

how would these accents be implemented? troops.txt doesn't work
According to this old dated mod OP (thanks Theodaric)
https://forums.taleworlds.com/index.php?topic=253414.0

It seems it is accomplished by deleting the troops and factions files in the en Languages folder.
Title: Re: Have a question about Modding? Ask Here!
Post by: 32nd_Rct_Schinider on August 04, 2016, 12:02:14 am
I need help with this Transparency problem

https://gyazo.com/21a339f4cb4b8ca03528f07875e3a462
Title: Re: Have a question about Modding? Ask Here!
Post by: Thunderstormer on August 05, 2016, 03:55:52 pm
is there a tutorial on presentations anywhere?  I haven't had much luck finding one.
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on August 07, 2016, 12:41:48 am
I need help with this Transparency problem

https://gyazo.com/21a339f4cb4b8ca03528f07875e3a462
I see no problem in there

I hate those battlecries so much. I added these lines
Code
(else_try),
              (is_between,":agent_troop_id","trp_marksman1","trp_british_sapper"),
              (assign, ":sound_id", "snd_voice_cry_brit_scot"),
But it doesnt work in game. Btw I added these lines before it
Code
(else_try),
              (this_or_next|is_between,":agent_troop_id","trp_british_infantry","trp_marksman1"),
      (is_between,":agent_troop_id","trp_british_sapper","trp_french_infantry"),
              (assign, ":sound_id", "snd_voice_cry_prus"),
Title: Re: Have a question about Modding? Ask Here!
Post by: Johny_Nawalony on August 21, 2016, 04:07:30 pm
Is there any way, to see module_sounds of nw itself,i'd like to edit Baillies sounds
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on August 29, 2016, 01:46:57 pm
I noticed that the sapper has a different running animation. Where can I find it?
Title: Re: Have a question about Modding? Ask Here!
Post by: Rival on August 29, 2016, 04:03:04 pm
I noticed that the sapper has a different running animation. Where can I find it?

I can't remember which one, but you should be able to find that animation in your Napoleonic War's Resource folder. Starting as 'ani_'

Spoiler
C:\Program Files (x86)\Steam\steamapps\common\MountBlade Warband\Modules\Napoleonic Wars\Resource
[close]
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on August 29, 2016, 07:01:27 pm
I noticed that the sapper has a different running animation. Where can I find it?

I can't remember which one, but you should be able to find that animation in your Napoleonic War's Resource folder. Starting as 'ani_'

Spoiler
C:\Program Files (x86)\Steam\steamapps\common\MountBlade Warband\Modules\Napoleonic Wars\Resource
[close]
I searched every single one of them, but I couldnt find it anywhere. Guess it doesnt matter anymore
Title: Re: Have a question about Modding? Ask Here!
Post by: Johny_Nawalony on September 03, 2016, 01:14:41 am
Isn't the sappers running animation a matter of rigging?
Title: Re: Have a question about Modding? Ask Here!
Post by: Aternox on September 08, 2016, 01:19:17 pm
Anyone know if the module.txt file is all 'set in stone' client side? or can it be server side altered?
Code:
Spoiler
#missiles with damage > shield_penetration_offset + shield_penetration_factor * shield
#will penetrate.

shield_penetration_offset = 5.0
shield_penetration_factor = 3.0

#setting speed_power to 2.0 makes damage scale with the square of missile's speed.
# you can set it to 1.0 to make it scale linearly as it was before.
missile_damage_speed_power = 1.9;
melee_damage_speed_power = 2.0;
[close]
Title: Re: Have a question about Modding? Ask Here!
Post by: Atempt on October 13, 2016, 12:21:49 am
There is a problem with reflections on the texture. I changed a texture of Visla regiment, and changed the position of buttoms, but then i saw that buttoms reflections is still there, and decided to edit fr_visla_s.dds to just delete them. After i did that, the whole uniform started to reflect. Here is some pictures. Help please :*
https://pp.vk.me/c638526/v638526323/46e5/RjjOahmzTSs.jpg https://pp.vk.me/c638526/v638526323/46ee/subpju3_gEw.jpg https://pp.vk.me/c638526/v638526323/46f7/DbMTrmORt7E.jpg https://pp.vk.me/c638526/v638526323/4700/Cyfs61lRKbU.jpg
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on October 13, 2016, 07:23:07 am
There is a problem with reflections on the texture. I changed a texture of Visla regiment, and changed the position of buttoms, but then i saw that buttoms reflections is still there, and decided to edit fr_visla_s.dds to just delete them. After i did that, the whole uniform started to reflect. Here is some pictures. Help please :*
https://pp.vk.me/c638526/v638526323/46e5/RjjOahmzTSs.jpg https://pp.vk.me/c638526/v638526323/46ee/subpju3_gEw.jpg https://pp.vk.me/c638526/v638526323/46f7/DbMTrmORt7E.jpg https://pp.vk.me/c638526/v638526323/4700/Cyfs61lRKbU.jpg
So you deleted specular texture for it and you didnt make another one? Maybe its some problem with shader or you assigned wrong textures to your material?
Title: Re: Have a question about Modding? Ask Here!
Post by: Atempt on October 13, 2016, 04:41:36 pm
So you deleted specular texture for it and you didnt make another one? Maybe its some problem with shader or you assigned wrong textures to your material?
No, i just edit the file and delete only buttoms, file still exists. If i just delete it, all the reflections just disappear. Here is both specular file and texture
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on October 13, 2016, 05:55:16 pm
So you deleted specular texture for it and you didnt make another one? Maybe its some problem with shader or you assigned wrong textures to your material?
No, i just edit the file and delete only buttoms, file still exists. If i just delete it, all the reflections just disappear. Here is both specular file and texture
I cant view that image
Title: Re: Have a question about Modding? Ask Here!
Post by: Atempt on October 13, 2016, 10:11:23 pm
So you deleted specular texture for it and you didnt make another one? Maybe its some problem with shader or you assigned wrong textures to your material?
No, i just edit the file and delete only buttoms, file still exists. If i just delete it, all the reflections just disappear. Here is both specular file and texture
I cant view that image
have no idea why. Do you have any idea without recending you a file?
Title: Re: Have a question about Modding? Ask Here!
Post by: Atempt on October 14, 2016, 07:19:21 pm
Thanks for trying to help, i understood how to solve this prolem. You must just fill the free space with black color, and everything will be ok. Hope i helped someone.
Title: Re: Have a question about Modding? Ask Here!
Post by: Johny_Nawalony on October 14, 2016, 07:28:39 pm
Where's the model, of texture of normal, bolt or arrow projectile? (the blured one)
Title: Re: Have a question about Modding? Ask Here!
Post by: Johny_Nawalony on October 27, 2016, 10:46:34 pm
If someone dutch would like to help, please write what's the last sentence on the fanion [bottom right]
(https://i.gyazo.com/62a75524fa8d3db0330cf8967e265f80.png)
As im making Dutch Light infantry batallion
Shhhhhh
(https://i.gyazo.com/d8f76ca02ea5eda080c6ac9ded4e5f92.png)
(https://i.gyazo.com/bf0854f90106418446aa5af691552df5.png)
[close]
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on November 06, 2016, 10:27:04 am
I forgot where I can find flag animation

also is it possible to remove some drum music?
Title: Re: Have a question about Modding? Ask Here!
Post by: Johny_Nawalony on November 06, 2016, 11:22:56 am
I forgot where I can find flag animation

also is it possible to remove some drum music?
If you mean the flag holding anim. it's in mmanimations "flag_idle"

About the drums i dunno.
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on November 06, 2016, 11:41:40 am
I forgot where I can find flag animation

also is it possible to remove some drum music?
If you mean the flag holding anim. it's in mmanimations "flag_idle"

About the drums i dunno.
Sorry, I meant  flag holding animation in module system
Title: Re: Have a question about Modding? Ask Here!
Post by: Grozni on November 06, 2016, 12:03:11 pm
I forgot where I can find flag animation

also is it possible to remove some drum music?
If you mean the flag holding anim. it's in mmanimations "flag_idle"

About the drums i dunno.
Sorry, I meant  flag holding animation in module system

Since you now know the name of the animation in brf file, all you need to do is open module_animations.py and search (ctrl+f) for flag_idle , as the animation in module system will reference the name of the animation in brf file.
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on November 06, 2016, 02:52:36 pm
I forgot where I can find flag animation

also is it possible to remove some drum music?
If you mean the flag holding anim. it's in mmanimations "flag_idle"

About the drums i dunno.
Sorry, I meant  flag holding animation in module system

Since you now know the name of the animation in brf file, all you need to do is open module_animations.py and search (ctrl+f) for flag_idle , as the animation in module system will reference the name of the animation in brf file.
its not there
Title: Re: Have a question about Modding? Ask Here!
Post by: Grozni on November 06, 2016, 03:08:37 pm
I forgot where I can find flag animation

also is it possible to remove some drum music?
If you mean the flag holding anim. it's in mmanimations "flag_idle"

About the drums i dunno.
Sorry, I meant  flag holding animation in module system

Since you now know the name of the animation in brf file, all you need to do is open module_animations.py and search (ctrl+f) for flag_idle , as the animation in module system will reference the name of the animation in brf file.
its not there

Yes it is. Did you even try to use search command on module_animations.py?

Code
 ["stand_greatsword", 0, amf_client_prediction,
   [7.0, "flag_idle", 0, 134, arf_use_stand_progress|arf_cyclic, 0, (0, 0, 0), 0.25], 
 ],

flag_idle is name of the animation in brf file, stand_greatsword is name of the animation which uses frames from flag_idle animation.
Title: Re: Have a question about Modding? Ask Here!
Post by: nukey111 on November 06, 2016, 04:37:55 pm
Hey everyone, newbie modder here.

So I'm making a new module based off NW. I'm going through and replacing everything, adding items, etc. However, I can't add new units into MP.
Adding new items, the Anti-Cheat kicks in and tries to kick me, and I spawn naked. How would I go about disabling the anticheat, or adding the new items to an approved items list?

Thanks in advance.
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on November 06, 2016, 06:28:49 pm
Spoiler
I forgot where I can find flag animation

also is it possible to remove some drum music?
If you mean the flag holding anim. it's in mmanimations "flag_idle"

About the drums i dunno.
Sorry, I meant  flag holding animation in module system

Since you now know the name of the animation in brf file, all you need to do is open module_animations.py and search (ctrl+f) for flag_idle , as the animation in module system will reference the name of the animation in brf file.
its not there

Yes it is. Did you even try to use search command on module_animations.py?

Code
 ["stand_greatsword", 0, amf_client_prediction,
   [7.0, "flag_idle", 0, 134, arf_use_stand_progress|arf_cyclic, 0, (0, 0, 0), 0.25], 
 ],

flag_idle is name of the animation in brf file, stand_greatsword is name of the animation which uses frames from flag_idle animation.
[close]
Sorry, yes I tried the search function. The problem was I gave it a different animation which was used by another three animations  :D
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on November 12, 2016, 06:23:13 pm
I added shields to game but they dont make any sound
Title: Re: Have a question about Modding? Ask Here!
Post by: wiener_snitzel on November 26, 2016, 02:40:07 pm
Im having trouble with some grass looking awfully pixilated and smushy.
Spoiler
(https://i.imgur.com/3Mmy0aK.jpg)
[close]
I tried changing the grass materials shader to flora_shader rather than grass_shader and that fixed it some what. But now it loads in wrong in these sqaures.
Spoiler
see the top right of the grass
(https://i.imgur.com/7d2npE8.jpg)
(https://i.imgur.com/5LzHyyC.jpg)
[close]
Does anyone have any ideas how to fix this? Help would be much appreciated. The grass loading in in squares wouldnt be a problem if the draw distance was large but i have heard thats not possible to change.
Title: Re: Have a question about Modding? Ask Here!
Post by: wiener_snitzel on December 09, 2016, 03:40:03 pm
Hey everyone, newbie modder here.

So I'm making a new module based off NW. I'm going through and replacing everything, adding items, etc. However, I can't add new units into MP.
Adding new items, the Anti-Cheat kicks in and tries to kick me, and I spawn naked. How would I go about disabling the anticheat, or adding the new items to an approved items list?

Thanks in advance.

I got the same problem :/ everytime i change a unit it looks fine in troop menu, but ones is spawn in im naked and anti cheat thing pop up in chat.
Title: Re: Have a question about Modding? Ask Here!
Post by: Grozni on December 09, 2016, 05:06:43 pm
Hey everyone, newbie modder here.

So I'm making a new module based off NW. I'm going through and replacing everything, adding items, etc. However, I can't add new units into MP.
Adding new items, the Anti-Cheat kicks in and tries to kick me, and I spawn naked. How would I go about disabling the anticheat, or adding the new items to an approved items list?

Thanks in advance.

I got the same problem :/ everytime i change a unit it looks fine in troop menu, but ones is spawn in im naked and anti cheat thing pop up in chat.

There has been some talk of this in the scripting thread https://www.fsegames.eu/forum/index.php?topic=7822.150 (https://www.fsegames.eu/forum/index.php?topic=7822.150)

Order of items in module_items.py matters, keep items of same type grouped together with old ones, AND also in section for the faction which will use that item.

Example:

Code
...
#Boots
 #French
... lots of boots
 ["french_bavarian_officer_boots", "Infantry Boots", [("bavarian_officer_boots",0)], itp_merchandise| itp_type_foot_armor  |itp_civilian | itp_attach_armature,0,
 10 , weight(1.25)|abundance(100)|head_armor(0)|body_armor(0)|leg_armor(30)|difficulty(0) ,imodbits_cloth ],
 ["custom_boots", "Your custom boots to be used by French faction only", [("empty",0)], itp_merchandise| itp_type_foot_armor  |itp_civilian,0,
 10 , weight(1.25)|abundance(100)|head_armor(0)|body_armor(0)|leg_armor(30)|difficulty(0) ,imodbits_cloth ],

#Russian
...

Or to disable anticheat completely you can change this line
(assign,":must_kick",1),
in module_scripts  multiplayer_buy_agent_equipment  change 1 to 0
but then you wouldn't have that supposed protection against hackers.

Title: Re: Have a question about Modding? Ask Here!
Post by: Johny_Nawalony on December 09, 2016, 10:28:39 pm
https://vid.pr0gramm.com/2016/12/08/9b3c786cc099e972.mp4
Title: Re: Have a question about Modding? Ask Here!
Post by: wiener_snitzel on December 11, 2016, 02:26:50 pm
Ty Grozni that fixed.  ;D
Title: Re: Have a question about Modding? Ask Here!
Post by: wiener_snitzel on December 11, 2016, 05:25:21 pm
Does anyone know how too add shields into NW ?
Title: Re: Have a question about Modding? Ask Here!
Post by: Rojoyerf on December 14, 2016, 12:23:06 am
Hello I've been making some visual mods recently in NW and am wondering if I can add extra keybinds to trigger custom animations, the help would be much appreciated.


Edit: Also as a side note how would I go about creating a script to change the hat the 'ze treasure' gives you depending on its variable numbers (server side)?
Title: Re: Have a question about Modding? Ask Here!
Post by: wiener_snitzel on December 14, 2016, 05:25:32 pm
Im making an animation where a dude stand like this with his musket
Spoiler
(https://thumbs.dreamstime.com/z/revolutionary-war-reenactment-26898695.jpg)
[close]
I looks great in Blender but when i export it his right arm does this...
Spoiler
(https://i.imgur.com/bP5e8HB.png)
[close]

Is there somethin i need too know about the right arm or what is going on here? everything else is in place besides that  arm  ??? ?
Title: Re: Have a question about Modding? Ask Here!
Post by: Grozni on December 14, 2016, 05:45:58 pm
Best I can think of so far:
-Did you try viewing other frames past 1st one of that animation in openBRF?
-Is that custom clothes? If yes maybe it's rigging is not done well for the right arm, did you try other animations on same model?
-Did you use any other operations on joints except rotation? On bones you should use only rotation, translation works on root bone only, otherwise you may end up with some silly looking results.

Title: Re: Have a question about Modding? Ask Here!
Post by: wiener_snitzel on December 14, 2016, 06:02:47 pm
Best I can think of so far:
-Did you try viewing other frames past 1st one of that animation in openBRF?
-Is that custom clothes? If yes maybe it's rigging is not done well for the right arm, did you try other animations on same model?
-Did you use any other operations on joints except rotation? On bones you should use only rotation, translation works on root bone only, otherwise you may end up with some silly looking results.

I did view the hole animation and the arm is jut hanging there, and only rotated th joints, and used the native skeleton too make it.

So i dont know, tried remaking 3 times and the darn arm is poking out everytime lol.

Solved -  i had to "bake" that animation before rendering.
Title: Re: Have a question about Modding? Ask Here!
Post by: Ivkolya on December 28, 2016, 12:05:56 am
Hi all, I didn't play NW for a long-long time, and today I was very much pleased to see musicians and colour-bearers in the commender batle mode:) That's awesome news, I planned to add them to my mod somehow, and here we are:)
Is there already module system, which contains this feature? So I can add them to commander battle mode in my mod too:)
I'm soooo excited to see this:)
Title: Re: Have a question about Modding? Ask Here!
Post by: Rojoyerf on December 28, 2016, 07:41:36 pm
Hello everyone, I was wondering if I could have some help with editing spawn points, I want to make it so either:
A: certain people spawn at certain entry points
or B: certain types of troop spawn at certain entry points

any help would be much appreciated :)
Title: Re: Have a question about Modding? Ask Here!
Post by: Varrak on December 30, 2016, 09:34:32 pm
Hello guys, i made a small add-on on NW, which is here;

https://mega.nz/#!L14QzSoB!KHHxDBYAUiD9t8HaH7LH9he6Lr2M6P02sVat6qrUWnw

But the problem is, i know nothing about dedicated servers and so on. How can i config dedicated servers for my add-on? If i put all add-on files into current dedicated server's Napoleonic Wars folder, will it work? Can anyone make a dedicated server file for me?  ;D
Title: Re: Have a question about Modding? Ask Here!
Post by: Grozni on December 30, 2016, 11:13:25 pm
Hello guys, i made a small add-on on NW, which is here;

https://mega.nz/#!L14QzSoB!KHHxDBYAUiD9t8HaH7LH9he6Lr2M6P02sVat6qrUWnw

But the problem is, i know nothing about dedicated servers and so on. How can i config dedicated servers for my add-on? If i put all add-on files into current dedicated server's Napoleonic Wars folder, will it work? Can anyone make a dedicated server file for me?  ;D

Yes, if your add-on is compiled into Napoleonic Wars folder (which you should do only if you're making server-side scripts compatible with standard NW client), then all you have to do is overwrite the files in Modules/Napoleonic Wars on dedicated server with your altered files. If you got some custom maps on the server, do not overwrite scenes.txt, but you should overwrite all other files.
Title: Re: Have a question about Modding? Ask Here!
Post by: Varrak on December 31, 2016, 12:02:13 am
Yes, if your add-on is compiled into Napoleonic Wars folder (which you should do only if you're making server-side scripts compatible with standard NW client), then all you have to do is overwrite the files in Modules/Napoleonic Wars on dedicated server with your altered files. If you got some custom maps on the server, do not overwrite scenes.txt, but you should overwrite all other files.

Oh thank you for the answer sir! Can i ask you something? Before the release, i want to be sure if mod works well in the server. But i cannot port forwarding with my modem (i mean it seems like port forwarded, but when i check 7240 port it looks closed). Can you help me to test it?  :)
Title: Re: Have a question about Modding? Ask Here!
Post by: cwca on January 07, 2017, 05:32:51 pm
So I am quite new to modding, and I have made a British 28th soldier. However, although I have edited the flags of the material to 2120 (transparency changed), There is no black box around the model in OpenBRF, but as soon as I am in game, it kind of goes black again...
Any ideas?
Thanks.

P.S. How do I put pictures in to show you?
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on January 08, 2017, 01:09:12 pm
So I am quite new to modding, and I have made a British 28th soldier. However, although I have edited the flags of the material to 2120 (transparency changed), There is no black box around the model in OpenBRF, but as soon as I am in game, it kind of goes black again...
Any ideas?
Thanks.

P.S. How do I put pictures in to show you?
The texture has to be in DXT5 format



Does anybody know what this error means and how to fix him?

Exporting mission_template data...
WARNING: Local variable never used: player_class, at: 0
WARNING: Local variable never used: agent_troop_id, at: 0

I already asked on Taleworlds but no luck
Title: Re: Have a question about Modding? Ask Here!
Post by: cwca on January 14, 2017, 02:59:32 pm
So I am quite new to modding, and I have made a British 28th soldier. However, although I have edited the flags of the material to 2120 (transparency changed), There is no black box around the model in OpenBRF, but as soon as I am in game, it kind of goes black again...
Any ideas?
Thanks.

P.S. How do I put pictures in to show you?
The texture has to be in DXT5 format



Does anybody know what this error means and how to fix him?

Exporting mission_template data...
WARNING: Local variable never used: player_class, at: 0
WARNING: Local variable never used: agent_troop_id, at: 0

I already asked on Taleworlds but no luck


did you change anything?

Also, I have another problem!
how do I create shading for the textures? for example, when I stand under a tree, the texture stays the same?
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on January 15, 2017, 03:26:25 pm
Its probably a shader problem. Assign shader to material
Title: Re: Have a question about Modding? Ask Here!
Post by: cwca on January 23, 2017, 07:39:40 pm
Its probably a shader problem. Assign shader to material

could you perhaps elaborate on that please?



I also have an error on OpenBRF, it says this when I start it up:

"Error reading custom shader:
 0(5) : error C0204: version directive must be first statement and may not be repeated"

perhaps this is why the shading doesn't work?


Title: Re: Have a question about Modding? Ask Here!
Post by: AeroNinja on January 28, 2017, 08:18:29 pm
How do I add more smoke that comes out the muskets?

In which files and what do I have to do in them? :c
Title: Re: Have a question about Modding? Ask Here!
Post by: AeroNinja on January 29, 2017, 12:57:16 pm
How do I add more smoke that comes out the muskets?

In which files and what do I have to do in them? :c
bump
Title: Re: Have a question about Modding? Ask Here!
Post by: Grozni on January 29, 2017, 02:10:04 pm
How do I add more smoke that comes out the muskets?

In which files and what do I have to do in them? :c
bump

Smoke is made of particles. Particles are defined in modules_particles_system.py . Name of particle system you are looking for is probably musket_smoke . Read top of that file for more info on what values do, you would probably want to increase num_particles but there is no guarantee changing that value alone will produce the result you expect, so play around with other values as well. Maybe increasing alpha (reducing transparency) would bring better results

Code
([start in seconds], [alpha value at start]), ([end in seconds], [alpha value at end]),       #alpha keys

Title: Re: Have a question about Modding? Ask Here!
Post by: AeroNinja on January 29, 2017, 02:11:33 pm
Nice thanks. But any clues on how to do do it? Do I just have to do it in the textfile or is it with that python program? Never really worked with it.
Title: Re: Have a question about Modding? Ask Here!
Post by: Grozni on January 29, 2017, 02:19:59 pm
You can just change particle_systems.txt , if all you want to do is make client-side change for your game. Otherwise look for basic modding getting started tutorials.
Title: Re: Have a question about Modding? Ask Here!
Post by: AeroNinja on January 29, 2017, 02:21:17 pm
Yeah it is just for myself. Thanks a lot. :)

I'm going to look into it right now :D

Well I got this but I don't know what to change :c

Spoiler
psys_musket_smoke 12800 prtcl_dust_a  75 22.000000 2.000000 -0.006040 90.000000 3.300000
0.000000 0.450000   0.449000 0.000000
0.000000 0.990000   1.000000 0.990000
0.000000 0.990000   1.000000 0.990000
0.000000 0.990000   1.000000 0.990000
-0.010000 3.450000   0.500000 12.700000
0.050000 0.050000 0.050000   0.000000 5.600000 0.000000   0.850000
90.000000 0.250000
[close]
Title: Re: Have a question about Modding? Ask Here!
Post by: Grozni on January 29, 2017, 03:01:36 pm
To start you off, download the module system https://www.fsegames.eu/mb_warband_napoleonic_wars_source_1104.zip (https://www.fsegames.eu/mb_warband_napoleonic_wars_source_1104.zip) and compare module_particle_systems.py with particle_systems.txt . The .txt file is a compiled version of .py file. But .txt file is still humanly readable which is why you can "mod" by editing it. Read through all the comments in .py file (lines starting with # are comments), compare musket smoke entry with the one in .txt file, and things will start to become more clear.
Title: Re: Have a question about Modding? Ask Here!
Post by: AeroNinja on January 29, 2017, 03:06:40 pm
alright thanks. :)
Title: Re: Have a question about Modding? Ask Here!
Post by: Johny_Nawalony on January 29, 2017, 03:46:00 pm
Some plants and trees started to look like this in my game
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fimages.akamai.steamusercontent.com%2Fugc%2F97226806232740980%2F09FAF18B65CB2442710B0B28212E88B9D728EEEF%2F&hash=80d863fb7d276b0085d73b42f918b0316dbf6aea)
[close]
Does anyone know how to fix it?
Title: Re: Have a question about Modding? Ask Here!
Post by: cwca on January 30, 2017, 12:09:59 am
Some plants and trees started to look like this in my game
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fimages.akamai.steamusercontent.com%2Fugc%2F97226806232740980%2F09FAF18B65CB2442710B0B28212E88B9D728EEEF%2F&hash=80d863fb7d276b0085d73b42f918b0316dbf6aea)
[close]
Does anyone know how to fix it?

Have you changed anything?
Title: Re: Have a question about Modding? Ask Here!
Post by: Ivkolya on January 30, 2017, 05:30:06 pm
Some plants and trees started to look like this in my game
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fimages.akamai.steamusercontent.com%2Fugc%2F97226806232740980%2F09FAF18B65CB2442710B0B28212E88B9D728EEEF%2F&hash=80d863fb7d276b0085d73b42f918b0316dbf6aea)
[close]
Does anyone know how to fix it?

If it's not a mod and standart version of game - try to check the integrity of the cache in properties of game in steam, some of files could be missing or corrupted
Title: Re: Have a question about Modding? Ask Here!
Post by: Ivkolya on January 30, 2017, 05:35:12 pm
Today there was weird bug - my mod crashed with an error, some shader couldn't be compilated or something like that. I fixed the problem with replacing file mm_shaders.brf from standart NW, but why this problem could occur? Very odd.

And I asked this already, but noone answered - can I download somewhere new module system for Napoleonic Wars, with musicians and colour-bearers in Commander Battle mode?
Title: Re: Have a question about Modding? Ask Here!
Post by: Ivkolya on January 30, 2017, 05:41:23 pm
Im making an animation where a dude stand like this with his musket
Spoiler
(https://thumbs.dreamstime.com/z/revolutionary-war-reenactment-26898695.jpg)
[close]
I looks great in Blender but when i export it his right arm does this...
Spoiler
(https://i.imgur.com/bP5e8HB.png)
[close]

Is there somethin i need too know about the right arm or what is going on here? everything else is in place besides that  arm  ??? ?

https://www.fsegames.eu/forum/index.php?topic=5396.0 (https://www.fsegames.eu/forum/index.php?topic=5396.0) here is Raddeo's workshop, he made that animation already, search for "marching animation 2"
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on January 30, 2017, 07:41:18 pm
Wait, there is a new module system?
Title: Re: Have a question about Modding? Ask Here!
Post by: Ivkolya on January 30, 2017, 09:54:51 pm
Wait, there is a new module system?

I think so, since in the Commander Battle mode there are musicians and flag-bearers now (which is awesome)
Title: Re: Have a question about Modding? Ask Here!
Post by: Frederik on January 30, 2017, 10:56:24 pm
Wait, there is a new module system?

I think so, since in the Commander Battle mode there are musicians and flag-bearers now (which is awesome)
isn't that just a serverside mod done by canade_tachiba?
Title: Re: Have a question about Modding? Ask Here!
Post by: Lilja Mariasdóttir on January 31, 2017, 12:34:07 pm
Wait, there is a new module system?

I think so, since in the Commander Battle mode there are musicians and flag-bearers now (which is awesome)
isn't that just a serverside mod done by canade_tachiba?
That´s it probably, fru_deric.
Title: Re: Have a question about Modding? Ask Here!
Post by: Ivkolya on January 31, 2017, 01:39:58 pm
Thank you for answers! I thought it is because of some new module system< because I checked - if I host the server - there are musicians and flag-bearers in Commander Battle.
Title: Re: Have a question about Modding? Ask Here!
Post by: Grozni on January 31, 2017, 02:01:12 pm
nevermind
Title: Re: Have a question about Modding? Ask Here!
Post by: cwca on January 31, 2017, 08:41:13 pm
How do I create shading for my textures? for example, when I stand under a tree, the texture stays the same? Is it something I need to change in OpenBRF or is it something to do with the texture itself?
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on January 31, 2017, 09:01:30 pm
I was trying to add drummers and flagbearers to my mod. But the codes didnt work. Could somebody help? Provide me with some working codes?
Title: Re: Have a question about Modding? Ask Here!
Post by: cwca on January 31, 2017, 09:47:28 pm
I was trying to add drummers and flagbearers to my mod. But the codes didnt work. Could somebody help? Provide me with some working codes?

could you show me the code you wrote?
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on February 01, 2017, 07:04:25 am
I was trying to add drummers and flagbearers to my mod. But the codes didnt work. Could somebody help? Provide me with some working codes?

could you show me the code you wrote?
The codes were made by another guy, not me
Also its more complicated than you might think. There are thousands of lines of code in about 3 separate files. The worst problem is when I use build_module.bat, no error shows. A friend of my friend tried to fix this, but it didnt work
Title: Re: Have a question about Modding? Ask Here!
Post by: Ivkolya on February 01, 2017, 06:59:44 pm
Thank you for answers! I thought it is because of some new module system< because I checked - if I host the server - there are musicians and flag-bearers in Commander Battle.

Wait, what? Where did you get those server files? I don't think the game was updated, so you somehow ended up having a modified version without obtaining modder's permission. There are only two musician mods I know of, original one made by Tachibana and a version made by me. Do hussars also get a trumpet?


I'm terribly sorry, guys, it seems I didn't check it in standart NW, but went straight to my Crimean war module. I'm sorry:)
Still - that's awesome, to have musicians and flag-bearers in CB:)
Title: Re: Have a question about Modding? Ask Here!
Post by: Johny_Nawalony on February 01, 2017, 11:23:37 pm
I've tried to replace "Garde Briquet" to add the dangling thingy which grenadiers and voltigeurs had.
Spoiler
(https://i.gyazo.com/9594c5cb336425425ee4c99c7cfb1022.png)
[close]
With the unsheathed version it worked. But the one in scabbard was still the same thought it was changed in brf
Spoiler
(https://i.gyazo.com/fb832d671760fe2d643e1e447c232236.png)
[close]
Does anyone know what's the problem?
Title: Re: Have a question about Modding? Ask Here!
Post by: Ivkolya on February 03, 2017, 11:02:59 pm
Hi all! I've generated 5 new faces for French soldiers (most of them with moustage and beard as Napoleon III had, very popular in France at that time), but when I checked in the game, some of French soldiers have other hair than what I have set. There are only 5 face kinds in range, with new names, added to the end of list of faces, there are no face types with hair meshes a_la_russian_grenadier or a_la_hussard_v2, but some soldiers have them, as on this screenshot. Is it possible to make faces exactly as I've generated?

Spoiler
(https://pp.vk.me/c638523/v638523177/26f56/wGCbQP5YqaU.jpg)
[close]

And also second question - is it possible to vary size of human's skeleton, so soldiers will be not of the same height, and some troops will be bigger than others (as grenadiers will be bigger than voltigeurs)?
Title: Re: Have a question about Modding? Ask Here!
Post by: Ivkolya on February 19, 2017, 07:55:16 pm
And also related question - how can I disable random head size? Hats I made don't fit big heads, and if I'll make just bigger hats - they will look too big on smaller heads.
Title: Re: Have a question about Modding? Ask Here!
Post by: AeroNinja on February 21, 2017, 11:56:11 am
So in these resource files I see uni.equip.brf and a lot of other "uni's"

Does someone know what they stand for and what these files do?
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on February 21, 2017, 08:34:56 pm
How do I create shading for my textures? for example, when I stand under a tree, the texture stays the same? Is it something I need to change in OpenBRF or is it something to do with the texture itself?
You want to check that the model's material first has a shader applied that is not standart_shader. Check regular NW uniforms in openBRF for the typical shader a torso, pants or hat uses along with the Spec RGB and Coeff numbers with the flags. Most usual uniform materials have flags of 20. Your texture should also have the flags AA000 added in openBRF's Texture tab.

I've tried to replace "Garde Briquet" to add the dangling thingy which grenadiers and voltigeurs had.
Spoiler
(https://i.gyazo.com/9594c5cb336425425ee4c99c7cfb1022.png)
[close]
With the unsheathed version it worked. But the one in scabbard was still the same thought it was changed in brf
Spoiler
(https://i.gyazo.com/fb832d671760fe2d643e1e447c232236.png)
[close]
Does anyone know what's the problem?
The problem may be the new sheath scabbared model is not named the same as the default one to appear in-game in client-side mods. The new scabbard should have vertex animation as well, this may or may not be doable of a detail to add an extra thing to a scabbard. Depending on vertex animation, probably.

So in these resource files I see uni.equip.brf and a lot of other "uni's"

Does someone know what they stand for and what these files do?
uni_equip.brf is one of many files that store the module's animations used in-game.
I would guess uni stands for universal as these are also animation files that are used almost, if not, universally in the CommonRes and were perhaps required/altered/left over for Napoleonic Wars for its own Resource folder. (Ani_) named files are the other animation brf files. That, and for NW, mmanimations.brf is commonly used.
Title: Re: Have a question about Modding? Ask Here!
Post by: cwca on March 01, 2017, 11:34:56 pm
How do I create shading for my textures? for example, when I stand under a tree, the texture stays the same? Is it something I need to change in OpenBRF or is it something to do with the texture itself?
You want to check that the model's material first has a shader applied that is not standart_shader. Check regular NW uniforms in openBRF for the typical shader a torso, pants or hat uses along with the Spec RGB and Coeff numbers with the flags. Most usual uniform materials have flags of 20. Your texture should also have the flags AA000 added in openBRF's Texture tab.

I've tried to replace "Garde Briquet" to add the dangling thingy which grenadiers and voltigeurs had.
Spoiler
(https://i.gyazo.com/9594c5cb336425425ee4c99c7cfb1022.png)
[close]
With the unsheathed version it worked. But the one in scabbard was still the same thought it was changed in brf
Spoiler
(https://i.gyazo.com/fb832d671760fe2d643e1e447c232236.png)
[close]
Does anyone know what's the problem?
The problem may be the new sheath scabbared model is not named the same as the default one to appear in-game in client-side mods. The new scabbard should have vertex animation as well, this may or may not be doable of a detail to add an extra thing to a scabbard. Depending on vertex animation, probably.

So in these resource files I see uni.equip.brf and a lot of other "uni's"

Does someone know what they stand for and what these files do?
uni_equip.brf is one of many files that store the module's animations used in-game.
I would guess uni stands for universal as these are also animation files that are used almost, if not, universally in the CommonRes and were perhaps required/altered/left over for Napoleonic Wars for its own Resource folder. (Ani_) named files are the other animation brf files. That, and for NW, mmanimations.brf is commonly used.

Thanks!  ;D
Title: Re: Have a question about Modding? Ask Here!
Post by: habsburg on March 07, 2017, 06:16:12 pm
Hello there!

I have a question about recolouring textures: I am currently working on the "Pinzgauer Schützen", an Austrian Landwehr unit, and I want them to replace the Grenzers. The problem here is that the "Pinzgauers" wore grey pants, while the Grenzers are wearing blue pants. Obviously this wouldn't be a problem if the Hungarian Line and the Grenzers had two separate textures for their pants, but since this isn't the case, I would seriously mess up my Hungarians if I changed the color of 'austrian_hungarian_pants.dds'.

So there are two possible solutions for this:
 
1) Someone explains to me how I can add a new/copy/do something with 'austrian_hungarian_pants.dds' that changes the color for the Grenzers but not the Hungarian Line.
2) Someone finds an Austrian Line infantry that wore grey pants.

Would greatly appreciate some help
Thanks for reading anyway :D

Here are the "Pinzgauers" if you'd like to create your own version of them:
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.napoleon-series.org%2Fimages%2Fmilitary%2Forganization%2FAustria%2FArmyStudy%2FUpper%2FUpper16.jpg&hash=bc46a2c49e7da735939e52bc6474dd7db9706a09)
[close]
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on March 07, 2017, 07:25:15 pm
Hello there!

I have a question about recolouring textures: I am currently working on the "Pinzgauer Schützen", an Austrian Landwehr unit, and I want them to replace the Grenzers. The problem here is that the "Pinzgauers" wore grey pants, while the Grenzers are wearing blue pants. Obviously this wouldn't be a problem if the Hungarian Line and the Grenzers had two separate textures for their pants, but since this isn't the case, I would seriously mess up my Hungarians if I changed the color of 'austrian_hungarian_pants.dds'.

So there are two possible solutions for this:
 
1) Someone explains to me how I can add a new/copy/do something with 'austrian_hungarian_pants.dds' that changes the color for the Grenzers but not the Hungarian Line.
2) Someone finds an Austrian Line infantry that wore grey pants.

Would greatly appreciate some help
Thanks for reading anyway :D

Here are the "Pinzgauers" if you'd like to create your own version of them:
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.napoleon-series.org%2Fimages%2Fmilitary%2Forganization%2FAustria%2FArmyStudy%2FUpper%2FUpper16.jpg&hash=bc46a2c49e7da735939e52bc6474dd7db9706a09)
[close]
You could remove the pants and attach them to models separately (the grenzer, line and grenadier one). So you would copy the pants and paste them under each main model of the unit you want to add it to
Then you will rename them, for example for grenzers, like this: austrian_grenzer.3 (number 3 represents the number of attached separate models to main model). Then you will just change the material of the pants


I hope you understood, im not very good at explaining  :D
I included an example picture of how it should look like
Spoiler
(https://i.imgur.com/fYgATzV.jpg)
[close]
Title: Re: Have a question about Modding? Ask Here!
Post by: habsburg on March 07, 2017, 09:22:24 pm
Hello there!

I have a question about recolouring textures: I am currently working on the "Pinzgauer Schützen", an Austrian Landwehr unit, and I want them to replace the Grenzers. The problem here is that the "Pinzgauers" wore grey pants, while the Grenzers are wearing blue pants. Obviously this wouldn't be a problem if the Hungarian Line and the Grenzers had two separate textures for their pants, but since this isn't the case, I would seriously mess up my Hungarians if I changed the color of 'austrian_hungarian_pants.dds'.

So there are two possible solutions for this:
 
1) Someone explains to me how I can add a new/copy/do something with 'austrian_hungarian_pants.dds' that changes the color for the Grenzers but not the Hungarian Line.
2) Someone finds an Austrian Line infantry that wore grey pants.

Would greatly appreciate some help
Thanks for reading anyway :D

Here are the "Pinzgauers" if you'd like to create your own version of them:
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.napoleon-series.org%2Fimages%2Fmilitary%2Forganization%2FAustria%2FArmyStudy%2FUpper%2FUpper16.jpg&hash=bc46a2c49e7da735939e52bc6474dd7db9706a09)
[close]
You could remove the pants and attach them to models separately (the grenzer, line and grenadier one). So you would copy the pants and paste them under each main model of the unit you want to add it to
Then you will rename them, for example for grenzers, like this: austrian_grenzer.3 (number 3 represents the number of attached separate models to main model). Then you will just change the material of the pants


I hope you understood, im not very good at explaining  :D
I included an example picture of how it should look like
Spoiler
(https://i.imgur.com/fYgATzV.jpg)
[close]

Wow!
Thanks a lot! Now they finally look good!
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on March 27, 2017, 04:26:40 pm
I disallowed drummers to play command calls by a mistake. Now I cant remember in which file I did it, but I think the code had a number in it, most likely 1 and I changed it to 0. Does anybody know?
Title: Re: Have a question about Modding? Ask Here!
Post by: Aternox on March 28, 2017, 11:45:47 pm
I disallowed drummers to play command calls by a mistake. Now I cant remember in which file I did it, but I think the code had a number in it, most likely 1 and I changed it to 0. Does anybody know?

in m_scripts look for script_multiplayer_server_agent_play_music
Code
(try_begin),
        (eq,":instrument","itm_drumstick_right"),
        (try_begin),
          (eq,":agent_faction","fac_britain"),
          (assign,":start_cond",drum_sounds_britain_begin),
          (assign,":end_cond",drum_sounds_britain_end),

if you scroll through the factions to get to the end of the drummer section
Code
        (assign,":has_secondary",1),
        (assign,":sec_start_cond",drum_sounds_calls_begin),
        (assign,":sec_end_cond",drum_sounds_calls_end),
        (assign,":animation","anim_drum"),

check if :has_secondary is assigned 1 and not 0, if it's already 1 then I'm looking at the wrong bit (but what you're looking for I think would be in that script)
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on March 29, 2017, 07:29:02 pm
I disallowed drummers to play command calls by a mistake. Now I cant remember in which file I did it, but I think the code had a number in it, most likely 1 and I changed it to 0. Does anybody know?

in m_scripts look for script_multiplayer_server_agent_play_music
Code
(try_begin),
        (eq,":instrument","itm_drumstick_right"),
        (try_begin),
          (eq,":agent_faction","fac_britain"),
          (assign,":start_cond",drum_sounds_britain_begin),
          (assign,":end_cond",drum_sounds_britain_end),

if you scroll through the factions to get to the end of the drummer section
Code
        (assign,":has_secondary",1),
        (assign,":sec_start_cond",drum_sounds_calls_begin),
        (assign,":sec_end_cond",drum_sounds_calls_end),
        (assign,":animation","anim_drum"),

check if :has_secondary is assigned 1 and not 0, if it's already 1 then I'm looking at the wrong bit (but what you're looking for I think would be in that script)
Thanks, that should be it. And how would I go about deleting all "drum calls" so they dont appear in game?
Title: Re: Have a question about Modding? Ask Here!
Post by: Aternox on March 29, 2017, 11:02:32 pm
I think you just need to open m_sounds and delete the drummer tracks you don't want since the game scripts just call a section of what happens to be there and not call specific 'drummer calls/tracks'. Recommend another another voice on this because I haven't tested that

Doesn't your mod need drummer calls though?
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on March 30, 2017, 12:01:46 am
I think you just need to open m_sounds and delete the drummer tracks you don't want since the game scripts just call a section of what happens to be there and not call specific 'drummer calls/tracks'. Recommend another another voice on this because I haven't tested that

Doesn't your mod need drummer calls though?
Yes, but they were added to the other section, since they can fit there and I thought it would be stupid if they were twice in there. Of course it might change if we add another marching song which will make it not able to fit in there
Title: Re: Have a question about Modding? Ask Here!
Post by: PelvicThrust on April 15, 2017, 06:45:45 pm
This may have already been asked, but I would love some help!

The unit in question is the 51st Light Infantry, I want to remove the officer sash, however when I do this in openBRF I am left with an ugly 'shadow' on the officer,

in addition, I want to change the trousers, however I cannot see this type of trousers anywhere in the British Uniform BRF file?

see img:

Spoiler
(https://i.imgur.com/rhQiocd.jpg)
(https://i.imgur.com/UZ6jL9e.jpg)
[close]


How do I get rid this of this mark? Thankyou in advance!
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on April 15, 2017, 10:22:15 pm
As for the sash, right click on mesh "british_light_officer", then discard and select "per vertex color"
Title: Re: Have a question about Modding? Ask Here!
Post by: PelvicThrust on April 15, 2017, 10:32:48 pm
As for the sash, right click on mesh "british_light_officer", then discard and select "per vertex color"

Fantastic!

In regards to the Trousers, I do believe they are from a different nation, any idea on how to change them?
Title: Re: Have a question about Modding? Ask Here!
Post by: PelvicThrust on April 15, 2017, 11:00:19 pm
In regards to the Trousers, I do believe they are from a different nation, any idea on how to change them?

I had a skim through the uniformBRF's for the different nations and from what I can see the 51st Officer shares the trousers of the Russian Dragoons...

Spoiler
(https://i.imgur.com/gbpz6WF.jpg)
[close]
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on April 16, 2017, 12:38:41 am
If I understood correctly, you want the officer to wear different trousers than the current one. If thats the case, I posted a solution for that while ago.
You could remove the pants and attach them to models separately (the grenzer, line and grenadier one). So you would copy the pants and paste them under each main model of the unit you want to add it to
Then you will rename them, for example for grenzers, like this: austrian_grenzer.3 (number 3 represents the number of attached separate models to main model). Then you will just change the material of the pants


I hope you understood, im not very good at explaining  :D
I included an example picture of how it should look like
Spoiler
(https://i.imgur.com/fYgATzV.jpg)
[close]
Title: Re: Have a question about Modding? Ask Here!
Post by: PelvicThrust on April 16, 2017, 01:38:50 am
If I understood correctly, you want the officer to wear different trousers than the current one. If thats the case, I posted a solution for that while ago.
You could remove the pants and attach them to models separately (the grenzer, line and grenadier one). So you would copy the pants and paste them under each main model of the unit you want to add it to
Then you will rename them, for example for grenzers, like this: austrian_grenzer.3 (number 3 represents the number of attached separate models to main model). Then you will just change the material of the pants


I hope you understood, im not very good at explaining  :D
I included an example picture of how it should look like
Spoiler
(https://i.imgur.com/fYgATzV.jpg)
[close]


I tried replicating what you have done, sadly it would appear the two different trousers have merged...

see attached

Spoiler
(https://i.imgur.com/41BTkc8.jpg)
[close]
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on April 16, 2017, 08:22:31 am
Spoiler
If I understood correctly, you want the officer to wear different trousers than the current one. If thats the case, I posted a solution for that while ago.
You could remove the pants and attach them to models separately (the grenzer, line and grenadier one). So you would copy the pants and paste them under each main model of the unit you want to add it to
Then you will rename them, for example for grenzers, like this: austrian_grenzer.3 (number 3 represents the number of attached separate models to main model). Then you will just change the material of the pants


I hope you understood, im not very good at explaining  :D
I included an example picture of how it should look like
Spoiler
(https://i.imgur.com/fYgATzV.jpg)
[close]


I tried replicating what you have done, sadly it would appear the two different trousers have merged...

see attached

Spoiler
(https://i.imgur.com/41BTkc8.jpg)
[close]
[close]
The Russian pants you mentioned are pants shared by multiple factions including UK. To do this you can disable the pants model but then you need to individually re-add pants to certain units by adding the pants to the model itself, as shown in Dazzer's reply image. Such as new pants called austrian_grenzer.3 that is an 'attached' model to the base torso model.
You want to entirely disable the old default pants. Including the lods meshes.

I'm glad this thread is still active and useful information is being relayed time and time again. A relief and such to me.
Title: Re: Have a question about Modding? Ask Here!
Post by: PelvicThrust on April 16, 2017, 11:37:41 am
Spoiler
If I understood correctly, you want the officer to wear different trousers than the current one. If thats the case, I posted a solution for that while ago.
You could remove the pants and attach them to models separately (the grenzer, line and grenadier one). So you would copy the pants and paste them under each main model of the unit you want to add it to
Then you will rename them, for example for grenzers, like this: austrian_grenzer.3 (number 3 represents the number of attached separate models to main model). Then you will just change the material of the pants


I hope you understood, im not very good at explaining  :D
I included an example picture of how it should look like
Spoiler
(https://i.imgur.com/fYgATzV.jpg)
[close]


I tried replicating what you have done, sadly it would appear the two different trousers have merged...

see attached

Spoiler
(https://i.imgur.com/41BTkc8.jpg)
[close]
[close]
The Russian pants you mentioned are pants shared by multiple factions including UK. To do this you can disable the pants model but then you need to individually re-add pants to certain units by adding the pants to the model itself, as shown in Dazzer's reply image. Such as new pants called austrian_grenzer.3 that is an 'attached' model to the base torso model.
You want to entirely disable the old default pants. Including the lods meshes.

I'm glad this thread is still active and useful information is being relayed time and time again. A relief and such to me.


Ah Thankyou, it is a tad annoying just how many units copy stuff from each other, especially in regards to Specmaps! Thanks for all the help boys; If I run into any further issues I know where to come :)
Title: Re: Have a question about Modding? Ask Here!
Post by: PelvicThrust on April 16, 2017, 01:13:48 pm
Right... I think I might need a step-by-step guide to this.

So I removed the pants from the Russian Uniforms (will re-add them to the relevant units)
I liked the look of the Austrian Ranker Pants, so I got them in the BRF, copied them and pasted them in the class's Trousers I wanted to replace,
Tried to rename them the relevant stuff, which I think I have got wrong.

What it looks like in BRF vs Ingame...

Spoiler
(https://i.imgur.com/W99gHgF.jpg)
[close]

officer lod6
officer lod7
officer 5

are the trousers.
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on April 16, 2017, 03:16:17 pm
Right... I think I might need a step-by-step guide to this.

So I removed the pants from the Russian Uniforms (will re-add them to the relevant units)
I liked the look of the Austrian Ranker Pants, so I got them in the BRF, copied them and pasted them in the class's Trousers I wanted to replace,
Tried to rename them the relevant stuff, which I think I have got wrong.

What it looks like in BRF vs Ingame...

Spoiler
(https://i.imgur.com/W99gHgF.jpg)
[close]

officer lod6
officer lod7
officer 5

are the trousers.
I think the lods are causing this, just remove them and create them again by clicking on the trousers and selecting Compute LODs
Title: Re: Have a question about Modding? Ask Here!
Post by: PelvicThrust on April 16, 2017, 03:47:59 pm
Right... I think I might need a step-by-step guide to this.

So I removed the pants from the Russian Uniforms (will re-add them to the relevant units)
I liked the look of the Austrian Ranker Pants, so I got them in the BRF, copied them and pasted them in the class's Trousers I wanted to replace,
Tried to rename them the relevant stuff, which I think I have got wrong.

What it looks like in BRF vs Ingame...

Spoiler
(https://i.imgur.com/W99gHgF.jpg)
[close]

officer lod6
officer lod7
officer 5

are the trousers.
I think the lods are causing this, just remove them and create them again by clicking on the trousers and selecting Compute LODs


So, does this sound right -

Example:
british_artillery_officer  (this is the chest)
british_artillery_officer.1  (this is the straps. ect.)
british_artillery_officer.2  (this is the red waist ribbon thing)
british_artillery_officer.3  (medallion/jewelry)
british_artillery_officer.lod4  (the chest again, though in a lower texture)

the trousers used are Russian, though I have removed those trousers from the Russian BRF, so they have an invisible texture,

I add the following trousers to the brituniforms -
austrian_infantry_pants   (the trousers)
austrian_infantry_pants.lod2   (the trousers, though not as HQ)
austrian_infantry_pants.lod4   (the trousers, but low quality)

I paste these at the bottom of the british_artillery_officer.lod4.  what would I rename the austrian_infantry_pants?

in my mind it would look like this:

british_artillery_officer  (this is the chest)
british_artillery_officer.1  (this is the straps. ect.)
british_artillery_officer.2  (this is the red waist ribbon thing)
british_artillery_officer.3  (medallion/jewelry)
british_artillery_officer.lod4  (the chest again, though in a lower texture)
british_artillery_officer.4           (austrian_infantry_pants)
british_artillery_officer.4.1  (austrian_infantry_pants.lod2)
british_artillery_officer.4.2  (austrian_infantry_pants.lod4)


Sorry, I have literally no experience in BRF

Title: Re: Have a question about Modding? Ask Here!
Post by: PelvicThrust on April 16, 2017, 05:53:24 pm
Worry not lads, I was concerned that the white legs would look stupid on every single unit which was using the Russian legs,

I changed the Russians legs to the Austrian legs, and I am actually really happy with the results, bit of a short cut, but still rather good!

Thanks for all the help!
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on April 16, 2017, 08:09:09 pm
Quote from: PelvicThrust
I add the following trousers to the brituniforms -
austrian_infantry_pants   (the trousers)
austrian_infantry_pants.lod2   (the trousers, though not as HQ)
austrian_infantry_pants.lod4   (the trousers, but low quality)
You want to rename these pants to the same name of the British rank model you are working with. Using the same model name as the 'base' torso.

Worry not lads, I was concerned that the white legs would look stupid on every single unit which was using the Russian legs,

I changed the Russians legs to the Austrian legs, and I am actually really happy with the results, bit of a short cut, but still rather good!

Thanks for all the help!
When you rename say, pants model in openBRF, it is best to keep the model in the BRF file for name reference instead of outright deleting it. As you never know at first what troop or unit uses the same pants, and then you discover legless ranks.

But I am glad you found a solution, having to redistribute pants shared can be a tad tedious actually.
Title: Re: Have a question about Modding? Ask Here!
Post by: Johny_Nawalony on April 30, 2017, 12:33:28 am
I don't know why, but some models even thought they have a material and a texture specified and look fine in brf, in-game they are blank.
As far as i've seen this happens only to 2 models.
Spoiler
(https://steamuserimages-a.akamaihd.net/ugc/815559004305867843/025E8425561A2164984381187837C1F2ADC5AAB0/)
[close]
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on April 30, 2017, 01:12:13 am
I don't know why, but some models even thought they have a material and a texture specified and look fine in brf, in-game they are blank.
As far as i've seen this happens only to 2 models.
Spoiler
(https://steamuserimages-a.akamaihd.net/ugc/815559004305867843/025E8425561A2164984381187837C1F2ADC5AAB0/)
[close]
Did you add the new textures to the module's Textures folder?
Title: Re: Have a question about Modding? Ask Here!
Post by: Johny_Nawalony on April 30, 2017, 02:02:41 pm
I don't know why, but some models even thought they have a material and a texture specified and look fine in brf, in-game they are blank.
As far as i've seen this happens only to 2 models.
Spoiler
(https://steamuserimages-a.akamaihd.net/ugc/815559004305867843/025E8425561A2164984381187837C1F2ADC5AAB0/)
[close]
Did you add the new textures to the module's Textures folder?
Sure i added them. The models that don't work were fine sometime ago.
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on April 30, 2017, 10:29:07 pm
Could of been shader related change. You can also check if there is any same named unused texture lying about in the BRF files.
Title: Re: Have a question about Modding? Ask Here!
Post by: Silverey on May 16, 2017, 07:35:26 pm
How would you change the speed of a reload animation?
Title: Re: Have a question about Modding? Ask Here!
Post by: Thunderstormer on May 17, 2017, 12:34:52 am
How would you change the speed of a reload animation?
May not be the answer you are looking for, but you can speed up the reload speed by using one of the commands in a script.  its why in  my version of "god mode"(that you may of seen on various servers), you reload in  a second or so.
Title: Re: Have a question about Modding? Ask Here!
Post by: Johny_Nawalony on June 03, 2017, 11:45:08 pm
Suddenly, whenever i try to click on "materials" tab of a specific brf file, it crashes. I'm looking for help!
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on June 04, 2017, 12:57:14 am
Suddenly, whenever i try to click on "materials" tab of a specific brf file, it crashes. I'm looking for help!
OpenBRF is a fickle old program. My only guess is you may have many models or total meshes/materials/textures in one BRF file causing it to crash for some reason. May also depend on computer.
Title: Re: Have a question about Modding? Ask Here!
Post by: Johny_Nawalony on June 04, 2017, 09:29:51 am
Thanks, I'll need to somehow fix it.
Title: Re: Have a question about Modding? Ask Here!
Post by: Johny_Nawalony on June 17, 2017, 07:33:02 pm
Now im making a skin for my regiment and i've came across something new for me.
In brf model looks fine and has epaulettes, but in-game they dissapear
BRF
(https://i.gyazo.com/8838d03ad7471106c733240cc9a2baf2.png)
[close]
in-game
(https://i.gyazo.com/a5f34942634175a365b11d8e84b3d225.png)
[close]
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on June 17, 2017, 09:38:50 pm
Now im making a skin for my regiment and i've came across something new for me.
In brf model looks fine and has epaulettes, but in-game they dissapear
BRF
(https://i.gyazo.com/8838d03ad7471106c733240cc9a2baf2.png)
[close]
in-game
(https://i.gyazo.com/a5f34942634175a365b11d8e84b3d225.png)
[close]
Could be a shader issue on the epaulettes or the epaulettes should be rigged?
Title: Re: Have a question about Modding? Ask Here!
Post by: Johny_Nawalony on June 17, 2017, 10:08:17 pm
Now im making a skin for my regiment and i've came across something new for me.
In brf model looks fine and has epaulettes, but in-game they dissapear
BRF
(https://i.gyazo.com/8838d03ad7471106c733240cc9a2baf2.png)
[close]
in-game
(https://i.gyazo.com/a5f34942634175a365b11d8e84b3d225.png)
[close]
Could be a shader issue on the epaulettes or the epaulettes should be rigged?
They are rigged, so shader must be the problem
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on June 17, 2017, 11:07:44 pm
Now im making a skin for my regiment and i've came across something new for me.
In brf model looks fine and has epaulettes, but in-game they dissapear
BRF
(https://i.gyazo.com/8838d03ad7471106c733240cc9a2baf2.png)
[close]
in-game
(https://i.gyazo.com/a5f34942634175a365b11d8e84b3d225.png)
[close]
Could be a shader issue on the epaulettes or the epaulettes should be rigged?
They are rigged, so shader must be the problem
Maybe the mesh name is somehow written wrong ?
Title: Re: Have a question about Modding? Ask Here!
Post by: Johny_Nawalony on June 19, 2017, 05:48:08 pm
Spoiler
Now im making a skin for my regiment and i've came across something new for me.
In brf model looks fine and has epaulettes, but in-game they dissapear
BRF
(https://i.gyazo.com/8838d03ad7471106c733240cc9a2baf2.png)
[close]
in-game
(https://i.gyazo.com/a5f34942634175a365b11d8e84b3d225.png)
[close]
Could be a shader issue on the epaulettes or the epaulettes should be rigged?
They are rigged, so shader must be the problem
[close]
Maybe the mesh name is somehow written wrong ?
Even thought i don't know what these things do, I managed to fix it changing "Spec RGB", "Coeff" and flags
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on June 20, 2017, 07:11:55 pm
Spoiler
Now im making a skin for my regiment and i've came across something new for me.
In brf model looks fine and has epaulettes, but in-game they dissapear
BRF
(https://i.gyazo.com/8838d03ad7471106c733240cc9a2baf2.png)
[close]
in-game
(https://i.gyazo.com/a5f34942634175a365b11d8e84b3d225.png)
[close]
Could be a shader issue on the epaulettes or the epaulettes should be rigged?
They are rigged, so shader must be the problem
[close]
Maybe the mesh name is somehow written wrong ?
Even thought i don't know what these things do, I managed to fix it changing "Spec RGB", "Coeff" and flags
Wow, thats weird. Somebody should make an explanation on those things
Title: Re: Have a question about Modding? Ask Here!
Post by: Johny_Nawalony on June 20, 2017, 07:33:53 pm
Wow, thats weird. Somebody should make an explanation on those things
I've always wondered what these things do, but had never found an explanation lol
Title: Re: Have a question about Modding? Ask Here!
Post by: Coldstreamer on June 21, 2017, 01:23:06 am
1 question.. what should I use to upload a file? I used media fire, but its kinda.. yikes..  any suggestions?
Title: Re: Have a question about Modding? Ask Here!
Post by: Johny_Nawalony on June 21, 2017, 06:01:51 pm
What's your problem with mediafire?
Title: Re: Have a question about Modding? Ask Here!
Post by: Coldstreamer on June 22, 2017, 09:39:20 pm
What's your problem with mediafire?

I have uploaded a folder, but than I can't share it, I tried but its not allowed to become downloaded
Title: Re: Have a question about Modding? Ask Here!
Post by: Johny_Nawalony on June 22, 2017, 10:42:48 pm
Weird
Title: Re: Have a question about Modding? Ask Here!
Post by: Totenkopf Husaren on June 23, 2017, 07:31:56 pm
I want to know how to add an item to a multiplayer troop by modifying the script of the server side. For example: I added a carabine to British heavy dragoon by modifiyng moudules_troops.py, but I didn't get this item in game when i chose heavy dragoon.
Title: Re: Have a question about Modding? Ask Here!
Post by: Thunderstormer on June 23, 2017, 07:53:39 pm
it has been a while, but if memory serves, you need to also have a client side troops file with the new loadout(so the sword in question)
Title: Re: Have a question about Modding? Ask Here!
Post by: Massi on July 04, 2017, 02:23:50 pm
I am making a faction ovhaul for NW but i need some help with renaming

First of - is it possible to rename "ranker"?
You can rename officer, drummer and all that but i can't find the ranker in "troops.txt"
Is this possible?

Second of where should i go to rename the faction itself?

Some help would be appreciated
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on July 04, 2017, 02:52:11 pm
I am making a faction ovhaul for NW but i need some help with renaming

First of - is it possible to rename "ranker"?
You can rename officer, drummer and all that but i can't find the ranker in "troops.txt"
Is this possible?

Second of where should i go to rename the faction itself?

Some help would be appreciated
Yes it is possible, "Ranker" can be changed in strings.txt file and to rename a faction, edit the languages -> en -> factions document spreadsheet with Notepad or Microsoft Excel.
Title: Re: Have a question about Modding? Ask Here!
Post by: Massi on July 04, 2017, 03:06:26 pm
I am making a faction ovhaul for NW but i need some help with renaming

First of - is it possible to rename "ranker"?
You can rename officer, drummer and all that but i can't find the ranker in "troops.txt"
Is this possible?

Second of where should i go to rename the faction itself?

Some help would be appreciated
Yes it is possible, "Ranker" can be changed in strings.txt file and to rename a faction, edit the languages -> en -> factions document spreadsheet with Notepad or Microsoft Excel.

Thanks for the help
Title: Re: Have a question about Modding? Ask Here!
Post by: vile on July 05, 2017, 01:55:37 am
Hello modders, and specifically "texturers" ?

I'm very new to modding M&B (NW) and have tried my hand at changing some textures with openbrf, with varying results.
I tried changing the british hussar textures to some textures from L'Aigle and ended up with a blurry mess.
Spoiler
(https://i.imgur.com/TIkoObx.jpg)
[close]
Here's how it's supposed to look:
Spoiler
(https://i.imgur.com/BXGXlo4.jpg)
[close]
I've got the resources, materials and textures sorted out (as far as I know) and in openbrf it looked normal as in the pic above... any help is appreciated  :)
Title: Re: Have a question about Modding? Ask Here!
Post by: Johny_Nawalony on July 05, 2017, 01:34:54 pm
Have you imported the texture into OpenBrf?
Title: Re: Have a question about Modding? Ask Here!
Post by: vile on July 05, 2017, 01:58:42 pm
Have you imported the texture into OpenBrf?
I hadn't and now I did and it worked... I feel stupid now. Thanks! :)
Title: Re: Have a question about Modding? Ask Here!
Post by: Johny_Nawalony on July 05, 2017, 02:37:57 pm
Have you imported the texture into OpenBrf?
I hadn't and now I did and it worked... I feel stupid now. Thanks! :)
No problem, good luck in texturing.
Title: Re: Have a question about Modding? Ask Here!
Post by: Johny_Nawalony on July 08, 2017, 11:11:41 pm
I've encountered a problem whilst trying to port Blood and Iron sun bloom into NW. Even thought i changed the materials and textures, there was no difference. Does anyone know how to do it properly?
Title: Re: Have a question about Modding? Ask Here!
Post by: pengbuster on July 10, 2017, 01:49:02 am
Can someone help me with adding a new faction? Ive been working on this and cant seem to get it to work. Whenever I select the kingdom in mount and blade it just sets it to a random kingdom
Title: Re: Have a question about Modding? Ask Here!
Post by: Phillyz on July 10, 2017, 02:13:56 am
I'm sure there will be someone that knows.
Title: Re: Have a question about Modding? Ask Here!
Post by: pengbuster on July 10, 2017, 02:26:52 am
Can someone help me with adding a new faction? Ive been working on this and cant seem to get it to work. Whenever I select the kingdom in mount and blade it just sets it to a random kingdom
Nvm ignore
Title: Re: Have a question about Modding? Ask Here!
Post by: William on July 11, 2017, 05:51:56 pm
How do you decrease smoke effects? A mod I installed kills my FPS in smoke clouds and it's super annoying
Title: Re: Have a question about Modding? Ask Here!
Post by: Phillyz on July 17, 2017, 06:12:07 am
Best to ask just in case or if you're unsure.
Title: Re: Have a question about Modding? Ask Here!
Post by: pengbuster on July 30, 2017, 04:45:12 am
How would you go about adding more tabs to the unit selection list? The way they did in NaS sort of. If possible, could you make something that looks like this?
Spoiler
(https://i.imgur.com/LctjUdD.jpg)
[close]

EDIT: Nevermind I got it, if youre having the same question theres a pinned topic on the modifications forum
Title: Re: Have a question about Modding? Ask Here!
Post by: pengbuster on July 31, 2017, 09:15:32 am
How would you go about adding more tabs to the unit selection list? The way they did in NaS sort of. If possible, could you make something that looks like this?
Spoiler
(https://i.imgur.com/LctjUdD.jpg)
[close]
Also one more question, what is the texture file for the troop selection thing ui called?
Title: Re: Have a question about Modding? Ask Here!
Post by: pengbuster on August 06, 2017, 10:26:51 am
Can someone help me with adding a new faction? Ive been working on this and cant seem to get it to work. Whenever I select the kingdom in mount and blade it just sets it to a random kingdom
Actually yes I would like help with this if anyone has knowledge of this, I have been told by a friend there was an NW mod that added many more factions
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on August 09, 2017, 01:46:01 pm
A bug has occured, I have no idea how, because I haven't edited any codes related to it. Basically what happens is that, for example sapper no longer can use Construction hammer, Sapper axe and Spade at the same time, only has to choose one. Same goes for Artillery, I no longer can use Ramrod and Cannon lighter at the same time but I have to choose one from it. Does anyone know how to fix this? Thank you
Title: Re: Have a question about Modding? Ask Here!
Post by: Grozni on August 09, 2017, 02:04:45 pm
By choose do you mean choose in equipment menu?

Have you been adding new items?

You must have done something. A list of areas of code you have been altering recently could help.
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on August 09, 2017, 02:30:47 pm
By choose do you mean choose in equipment menu?

Have you been adding new items?

You must have done something. A list of areas of code you have been altering recently could help.
Yes in the equipment menu. It chooses either a spade, a sapper axe or a construction hammer.
As far as I know I only added a few uniforms and hats. Well, there are thousands of codes I edited recently, from the line 6000 to line 20 000 (in module_scripts) but none of them in particular had anything to do with this problem I think. I can post some if you want but I really doubt they will be useful

If it helps you, I found out I cant even use the construction hammer, so maybe it has something to do with one script in particular? Same goes for Artillery. When I try to pick up a round or canister shot, it says that im not part of the artillery regiment
Title: Re: Have a question about Modding? Ask Here!
Post by: Malkolm R. Lind on August 15, 2017, 10:39:14 am
Greetings, gentlemen! I have a problem with my Paint.Net. Recently, the env map plug-in stopped working, and I have been in desperate search of a new plug-in that works just as well as the old one. Would anyone of you fine lads please inform me if one has seen such a plug-in?
Title: Re: Have a question about Modding? Ask Here!
Post by: pengbuster on August 16, 2017, 05:42:58 pm
Ive had this issue when adding new units the drummers and fifers are not able to play music. Any help with this?
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on August 17, 2017, 12:05:52 am
Ive had this issue when adding new units the drummers and fifers are not able to play music. Any help with this?
Locate the troops in module_scripts, for example trp_british_drummer and add the lines where you need them in the two separate lists of troops scripted to play music.
Title: Re: Have a question about Modding? Ask Here!
Post by: pengbuster on August 19, 2017, 07:31:03 pm
Ive had this issue when adding new units the drummers and fifers are not able to play music. Any help with this?
Locate the troops in module_scripts, for example trp_british_drummer and add the lines where you need them in the two separate lists of troops scripted to play music.
I tried putting them underneath   # script_cf_multiplayer_agent_is_musician and   # script_multiplayer_get_troop_rank but they still wont work Nvm im retarded I didnt build the module after I edited it
Title: Re: Have a question about Modding? Ask Here!
Post by: Soartex on August 29, 2017, 06:47:51 pm
Hello,

I am a casual mapper, and while doing a siege map, I wanted to put some TNT that players could ignite in order to blow up. So I put the scene prop : crate_explosive_brit for example, and when I ignite it, it only plays the sound, but there is no smoke and the TNT doesnt explode at all.
I asked a friend and he said I had to change some stuff in scripts, and that I have to change propslots at the begining of the round. I am not very good in modding, so I looked in the module source code, but I can't manage to find the proper line to solve my problem.
If someone knows how to solve my problem it would help me a lot thank you :D
Title: Re: Have a question about Modding? Ask Here!
Post by: pengbuster on September 04, 2017, 06:09:48 am
Hello,

I am a casual mapper, and while doing a siege map, I wanted to put some TNT that players could ignite in order to blow up. So I put the scene prop : crate_explosive_brit for example, and when I ignite it, it only plays the sound, but there is no smoke and the TNT doesnt explode at all.
I asked a friend and he said I had to change some stuff in scripts, and that I have to change propslots at the begining of the round. I am not very good in modding, so I looked in the module source code, but I can't manage to find the proper line to solve my problem.
If someone knows how to solve my problem it would help me a lot thank you :D
Im not sure if im right about this but im pretty sure theres like multiple types of TNT, some actually explode, and some dont, so just like try to use other ones
Title: Re: Have a question about Modding? Ask Here!
Post by: Lilja Mariasdóttir on September 04, 2017, 02:16:27 pm
How I told you already via steam, you need to change the scene prop slot of the placed TNT props at some point in the code.
It might be enough to set the "in_use" slot to 1, when using the explosive chest (so in modules_scene_props). But I cant tell you for sure without checking.

Okay, checked now anyway, try adding
(scene_prop_set_slot, ":instance_id", scene_prop_slot_in_use, 1),
in check_common_explosive_crate_use_trigger, where those lines are:
(scene_prop_set_slot,":instance_id", scene_prop_slot_time, 5), #Seconds until exploding
(scene_prop_set_slot,":instance_id", scene_prop_slot_user_agent, ":agent_id"), #User agent


Not sure if pre-set explosives get correctly resettet then at the end of the round, just check the reset scripts, if the explosive chests are checked, like the sapperitems a Mapper sets are checked. If not copy paste it for the explosive chests aswell.
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on September 09, 2017, 07:17:33 pm
A bug has occured, I have no idea how, because I haven't edited any codes related to it. Basically what happens is that, for example sapper no longer can use Construction hammer, Sapper axe and Spade at the same time, only has to choose one. Same goes for Artillery, I no longer can use Ramrod and Cannon lighter at the same time but I have to choose one from it. Does anyone know how to fix this? Thank you
Anyone have any idea?
Title: Re: Have a question about Modding? Ask Here!
Post by: Thunderstormer on September 09, 2017, 10:11:31 pm
A bug has occured, I have no idea how, because I haven't edited any codes related to it. Basically what happens is that, for example sapper no longer can use Construction hammer, Sapper axe and Spade at the same time, only has to choose one. Same goes for Artillery, I no longer can use Ramrod and Cannon lighter at the same time but I have to choose one from it. Does anyone know how to fix this? Thank you
Anyone have any idea?
eh, you mean have all the items available in your inventory?

you sure you didn't change anything with how items are assigned too troops?  no accidental try begins or ends, or something that may prevent that script from working?

you can use a program called winmerge that lets you select 2 files, and it compares them, showing the differences.   handy for tracking down various tweaks you made between different files. 
Title: Re: Have a question about Modding? Ask Here!
Post by: Dazzer on September 09, 2017, 10:23:36 pm
A bug has occured, I have no idea how, because I haven't edited any codes related to it. Basically what happens is that, for example sapper no longer can use Construction hammer, Sapper axe and Spade at the same time, only has to choose one. Same goes for Artillery, I no longer can use Ramrod and Cannon lighter at the same time but I have to choose one from it. Does anyone know how to fix this? Thank you
Anyone have any idea?
eh, you mean have all the items available in your inventory?

you sure you didn't change anything with how items are assigned too troops?  no accidental try begins or ends, or something that may prevent that script from working?

you can use a program called winmerge that lets you select 2 files, and it compares them, showing the differences.   handy for tracking down various tweaks you made between different files.
Yes, all items at the same time. Now, you can only select only one of them. Sappers no longer can use construction hammers and artillerymen cant use cannons.
I dont recall changing anything related to that as im not expert on it so I never touched it I guess, but maybe I changed something accidentally.
I just did some comparing of module_scripts and older backups, checked every code in which trp_british/french_sapper is mentioned and it seemed the same.
Thanks for the program though, maybe It will find something I didnt notice
Title: Re: Have a question about Modding? Ask Here!
Post by: Ivkolya on March 14, 2018, 12:11:25 am
Hello all, module system question here. I want to change order and number of NW's troops in my Crimean War mod, but I don't know exactly, what should I change. I tried to place russian_opol on the first place and russian_foot_guard on the last, also I wnt to disable guard unit for Russian Empire (since there was no Russian Guard in the Crimea). I tried many times and many different positions of different troops, but in the end I always get 1 or 2 units in the Infantry section, and all other infantry is in the Specialists section.

Here is my troops code
Spoiler
Code
  ["russian_opol","Odesskiy Jaegerskiy Polk","Jaeger",tf_guarantee_all,0,0,fac_russia,
   [itm_rus_odessj,itm_pants_fake,itm_rus_odessj_hat1,itm_rus_odessj_hat2,itm_rus_odessj_hat3,itm_bullets,itm_russian_musket_1808,itm_russian_briquet_1807],
   def_attrib_multiplayer|level(20),wpex(50,5,130,5,150,5),knows_common|knows_ironflesh_3|knows_power_strike_3|knows_athletics_3,swadian_face_middle_1, swadian_face_old_2],
  ["russian_opol_nco","Russian Jaeger","Sharpshooter",tf_guarantee_all,0,0,fac_russian_ranks,
   [itm_rus_odessj_nco,itm_pants_fake,itm_rus_odessj_hat1,itm_rus_odessj_hat2,itm_rus_odessj_hat3,itm_bullets,itm_russian_musket_1808,itm_russian_rifle_1805,itm_russian_briquet_1807],
   def_attrib_multiplayer|level(20),wpex(80,5,80,5,50,5),knows_common|knows_ironflesh_3|knows_power_strike_3|knows_athletics_3,swadian_face_middle_1, swadian_face_old_2],
  ["russian_opol_officer","Russian Jaeger","Officer",tf_guarantee_all,0,0,fac_russian_ranks,
   [itm_rus_odessj_off,itm_pants_fake,itm_rus_inf_off_hat,itm_russian_officer_sword,itm_pistol_ammo,itm_russian_pistol,itm_officer_gloves,itm_spyglass],
   def_attrib_multiplayer|level(20),wpex(80,5,80,5,50,5),knows_common|knows_ironflesh_3|knows_power_strike_3|knows_athletics_3,swadian_face_middle_1, swadian_face_old_2], 
  ["russian_opol_trump","Russian Jaeger","Bugler",tf_guarantee_all,0,0,fac_russian_ranks,
   [itm_rus_odessj_trump,itm_pants_fake,itm_rus_odessj_hat1,itm_rus_odessj_hat2,itm_rus_odessj_hat3,itm_horn,itm_russian_briquet_1807],
   def_attrib_multiplayer|level(20),wpex(80,5,80,5,50,5),knows_common|knows_ironflesh_3|knows_power_strike_3|knows_athletics_3,swadian_face_middle_1, swadian_face_old_2],
  ["russian_foot_guard","Vladimirskiy Pehotniy Polk","Line Infantry",tf_guarantee_all,0,0,fac_russia,
   [itm_rus_vlad,itm_pants_fake,itm_rus_vlad_hat,itm_bullets,itm_russian_musket_1808,itm_russian_briquet_1807],
   def_attrib_multiplayer|level(20),wpex(50,5,145,5,150,5),knows_common|knows_ironflesh_3|knows_power_strike_3|knows_athletics_3,swadian_face_middle_1, swadian_face_old_2],
  ["russian_foot_guard_nco","Russian Line Infantry","Skirmisher",tf_guarantee_all,0,0,fac_russian_ranks,
   [itm_rus_vlad_nco,itm_pants_fake,itm_rus_vlad_hat,itm_bullets,itm_russian_rifle_1805,itm_russian_musket_1808,itm_russian_briquet_1807],
   def_attrib_multiplayer|level(20),wpex(80,5,80,5,50,5),knows_common|knows_ironflesh_3|knows_power_strike_3|knows_athletics_3,swadian_face_middle_1, swadian_face_old_2],
  ["russian_foot_guard_officer","Russian Line Infantry","Officer",tf_guarantee_all,0,0,fac_russian_ranks,
   [itm_rus_vlad_off,itm_pants_fake,itm_rus_vlad_off_hat,itm_russian_officer_sword,itm_pistol_ammo,itm_russian_pistol,itm_officer_gloves,itm_spyglass],
   def_attrib_multiplayer|level(20),wpex(80,5,80,5,50,5),knows_common|knows_ironflesh_3|knows_power_strike_3|knows_athletics_3,swadian_face_middle_1, swadian_face_old_2],
  ["russian_foot_guard_drum","Russian Line Infantry","Drummer",tf_guarantee_all,0,0,fac_russian_ranks,
   [itm_rus_vlad_drum,itm_pants_fake,itm_rus_vlad_hat,itm_drummer_gloves,itm_drumstick_right,itm_russian_briquet_1807],
   def_attrib_multiplayer|level(20),wpex(80,5,80,5,50,5),knows_common|knows_ironflesh_3|knows_power_strike_3|knows_athletics_3,swadian_face_middle_1, swadian_face_old_2],
  ["russian_foot_guard_flute","Russian Line Infantry","Fifer",tf_guarantee_all,0,0,fac_russian_ranks,
   [itm_rus_vlad_fifer,itm_pants_fake,itm_rus_vlad_hat,itm_flute,itm_russian_briquet_1807],
   def_attrib_multiplayer|level(20),wpex(80,5,80,5,50,5),knows_common|knows_ironflesh_3|knows_power_strike_3|knows_athletics_3,swadian_face_middle_1, swadian_face_old_2],
  ["russian_grenadier","Sevskiy Pehotniy Polk","Line Infantry",tf_guarantee_all,0,0,fac_russia,
   [itm_rus_sevsk,itm_pants_fake,itm_rus_sevsk_hat1,itm_rus_sevsk_hat2,itm_rus_sevsk_hat3,itm_bullets,itm_russian_musket_1808,itm_russian_briquet_1807],
   def_attrib_multiplayer|level(20),wpex(50,5,130,5,150,5),knows_common|knows_ironflesh_3|knows_power_strike_3|knows_athletics_3,swadian_face_middle_1, swadian_face_old_2],
  ["russian_grenadier_nco","Russian Line Infantry","Skirmisher",tf_guarantee_all,0,0,fac_russian_ranks,
   [itm_rus_sevsk,itm_pants_fake,itm_rus_sevsk_hat1,itm_rus_sevsk_hat2,itm_rus_sevsk_hat3,itm_bullets,itm_russian_rifle_1805,itm_russian_musket_1808,itm_russian_briquet_1807],
   def_attrib_multiplayer|level(20),wpex(80,5,80,5,50,5),knows_common|knows_ironflesh_3|knows_power_strike_3|knows_athletics_3,swadian_face_middle_1, swadian_face_old_2],
  ["russian_grenadier_officer","Russian Line Infantry","Officer",tf_guarantee_all,0,0,fac_russian_ranks,
   [itm_rus_sevsk_off,itm_pants_fake,itm_rus_inf_off_hat,itm_russian_officer_sword,itm_pistol_ammo,itm_russian_pistol,itm_officer_gloves,itm_spyglass],
   def_attrib_multiplayer|level(20),wpex(80,5,80,5,50,5),knows_common|knows_ironflesh_3|knows_power_strike_3|knows_athletics_3,swadian_face_middle_1, swadian_face_old_2],
  ["russian_grenadier_drum","Russian Line Infantry","Drummer",tf_guarantee_all,0,0,fac_russian_ranks,
   [itm_rus_sevsk_drum,itm_pants_fake,itm_rus_sevsk_hat1,itm_rus_sevsk_hat2,itm_rus_sevsk_hat3,itm_drummer_gloves,itm_drumstick_right,itm_russian_briquet_1807],
   def_attrib_multiplayer|level(20),wpex(80,5,80,5,50,5),knows_common|knows_ironflesh_3|knows_power_strike_3|knows_athletics_3,swadian_face_middle_1, swadian_face_old_2],
  ["russian_grenadier_flute","Russian Line Infantry","Fifer",tf_guarantee_all,0,0,fac_russian_ranks,
   [itm_rus_sevsk_fifer,itm_pants_fake,itm_rus_sevsk_hat1,itm_rus_sevsk_hat2,itm_rus_sevsk_hat3,itm_flute,itm_russian_briquet_1807],
   def_attrib_multiplayer|level(20),wpex(80,5,80,5,50,5),knows_common|knows_ironflesh_3|knows_power_strike_3|knows_athletics_3,swadian_face_middle_1, swadian_face_old_2],
  ["rus_susdal","Susdalskiy Pehotniy Polk","Line Infantry",tf_guarantee_all,0,0,fac_russia,
   [itm_rus_susdal,itm_pants_fake,itm_rus_susdal_hat1,itm_rus_susdal_hat2,itm_rus_susdal_hat3,itm_bullets,itm_russian_musket_1808,itm_russian_briquet_1807],
   def_attrib_multiplayer|level(20),wpex(80,5,80,5,130,80),knows_common|knows_ironflesh_3|knows_power_strike_3|knows_athletics_3,swadian_face_middle_1, swadian_face_old_2],
  ["rus_susdal_nco","Susdalskiy Pehotniy Polk","Skirmisher",tf_guarantee_all,0,0,fac_russian_ranks,
   [itm_rus_susdal_nco,itm_pants_fake,itm_rus_susdal_hat1,itm_rus_susdal_hat2,itm_rus_susdal_hat3,itm_bullets,itm_russian_musket_1808,itm_russian_rifle_1805,itm_russian_briquet_1807],
   def_attrib_multiplayer|level(20),wpex(80,5,80,5,130,80),knows_common|knows_ironflesh_3|knows_power_strike_3|knows_athletics_3,swadian_face_middle_1, swadian_face_old_2],
  ["rus_susdal_off","Susdalskiy Pehotniy Polk","Officer",tf_guarantee_all,0,0,fac_russian_ranks,
   [itm_rus_susdal_off,itm_pants_fake,itm_rus_inf_off_hat,itm_russian_officer_sword,itm_pistol_ammo,itm_russian_pistol,itm_officer_gloves,itm_spyglass],
   def_attrib_multiplayer|level(20),wpex(80,5,80,5,130,80),knows_common|knows_ironflesh_3|knows_power_strike_3|knows_athletics_3,swadian_face_middle_1, swadian_face_old_2],
  ["rus_susdal_drum","Susdalskiy Pehotniy Polk","Drummer",tf_guarantee_all,0,0,fac_russian_ranks,
   [itm_rus_susdal_drum,itm_pants_fake,itm_rus_susdal_hat1,itm_rus_susdal_hat2,itm_rus_susdal_hat3,itm_drummer_gloves,itm_drumstick_right,itm_russian_briquet_1807],
   def_attrib_multiplayer|level(20),wpex(80,5,80,5,130,80),knows_common|knows_ironflesh_3|knows_power_strike_3|knows_athletics_3,swadian_face_middle_1, swadian_face_old_2],
  ["rus_susdal_flute","Susdalskiy Pehotniy Polk","Fifer",tf_guarantee_all,0,0,fac_russian_ranks,
   [itm_rus_susdal_fifer,itm_pants_fake,itm_rus_susdal_hat1,itm_rus_susdal_hat2,itm_rus_susdal_hat3,itm_flute,itm_russian_briquet_1807],
   def_attrib_multiplayer|level(20),wpex(80,5,80,5,130,80),knows_common|knows_ironflesh_3|knows_power_strike_3|knows_athletics_3,swadian_face_middle_1, swadian_face_old_2],
  ["russian_infantry","Borodinskiy Jaegerskiy Polk","Jaeger",tf_guarantee_all,0,0,fac_russia,
   [itm_rus_bor,itm_pants_fake,itm_rus_bor_hat,itm_bullets,itm_russian_musket_1808,itm_russian_briquet_1807],
   def_attrib_multiplayer|level(20),wpex(50,5,130,5,150,5),knows_common|knows_ironflesh_3|knows_power_strike_3|knows_athletics_3,swadian_face_middle_1, swadian_face_old_2],
  ["russian_infantry_nco","Russian Jaeger","Sharpshooter",tf_guarantee_all,0,0,fac_russian_ranks,
   [itm_rus_bor_nco,itm_pants_fake,itm_rus_bor_hat,itm_bullets,itm_russian_musket_1808,itm_russian_rifle_1805,itm_russian_briquet_1807],
   def_attrib_multiplayer|level(20),wpex(80,5,80,5,50,5),knows_common|knows_ironflesh_3|knows_power_strike_3|knows_athletics_3,swadian_face_middle_1, swadian_face_old_2],
  ["russian_infantry_officer","Russian Jaeger","Officer",tf_guarantee_all,0,0,fac_russian_ranks,
   [itm_rus_bor_officer,itm_pants_fake,itm_rus_bor_off_hat,itm_russian_officer_sword,itm_pistol_ammo,itm_russian_pistol,itm_officer_gloves,itm_spyglass],
   def_attrib_multiplayer|level(20),wpex(80,5,80,5,50,5),knows_common|knows_ironflesh_3|knows_power_strike_3|knows_athletics_3,swadian_face_middle_1, swadian_face_old_2],
  ["russian_infantry_drum","Russian Jaeger","Drummer",tf_guarantee_all,0,0,fac_russian_ranks,
   [itm_rus_bor_trump,itm_pants_fake,itm_rus_bor_hat,itm_bullets,itm_russian_musket_1808,itm_russian_rifle_1805,itm_russian_briquet_1807],
   def_attrib_multiplayer|level(20),wpex(80,5,80,5,50,5),knows_common|knows_ironflesh_3|knows_power_strike_3|knows_athletics_3,swadian_face_middle_1, swadian_face_old_2],
  ["russian_infantry_flute","Russian Jaeger","Bugler",tf_guarantee_all,0,0,fac_russian_ranks,
   [itm_rus_bor_trump,itm_pants_fake,itm_rus_bor_hat,itm_horn,itm_russian_briquet_1807],
   def_attrib_multiplayer|level(20),wpex(80,5,80,5,50,5),knows_common|knows_ironflesh_3|knows_power_strike_3|knows_athletics_3,swadian_face_middle_1, swadian_face_old_2],
  ["russian_partizan","Greek Legion","Greek Volunteer",tf_guarantee_all,0,0,fac_russia,
   [itm_rus_susdal,itm_rus_susdal_hat1,itm_rus_susdal_hat2,itm_rus_susdal_hat3,itm_bullets,itm_russian_musket_1808,itm_russian_briquet_1807],
   def_attrib_multiplayer|level(20),wpex(80,5,80,5,130,80),knows_common|knows_ironflesh_3|knows_power_strike_3|knows_athletics_3,swadian_face_middle_1, swadian_face_old_2],
  ["russian_infantry_rifle","2nd Foot Cossacks Battalion","Plastun",tf_guarantee_all,0,0,fac_russia,
   [itm_rus_plastun,itm_rus_plastun1,itm_rus_plastun2,itm_pants_fake,itm_rus_plastun_hat,itm_russian_rifle_1805,itm_bullets,itm_russian_jaeger_bayonet_jaeger],
   def_attrib_multiplayer|level(20),wpex(50,5,90,5,206,5),knows_common|knows_ironflesh_2|knows_power_strike_1|knows_athletics_3,swadian_face_middle_1, swadian_face_old_2],
  ["russian_infantry_rifle_nco","Plastun","Sniper",tf_guarantee_all,0,0,fac_russian_ranks,
   [itm_rus_plastun,itm_rus_plastun1,itm_rus_plastun2,itm_pants_fake,itm_rus_plastun_hat,itm_russian_rifle_1805,itm_bullets,itm_russian_jaeger_bayonet_jaeger],
   def_attrib_multiplayer|level(20),wpex(50,5,90,5,206,5),knows_common|knows_ironflesh_2|knows_power_strike_1|knows_athletics_3,swadian_face_middle_1, swadian_face_old_2],
  ["russian_infantry_rifle_officer","Plastun","Officer",tf_guarantee_all,0,0,fac_russian_ranks,
   [itm_rus_plastun_off,itm_pants_fake,itm_rus_plastun_hat,itm_russian_rifle_1805,itm_bullets,itm_russian_sabre_1798,itm_spyglass],
   def_attrib_multiplayer|level(20),wpex(80,5,80,5,50,5),knows_common|knows_ironflesh_2|knows_power_strike_1|knows_athletics_3,swadian_face_middle_1, swadian_face_old_2],
  ["russian_infantry_rifle_horn","Plastun","Hornist",tf_guarantee_all,0,0,fac_russian_ranks,
   [itm_rus_plastun,itm_rus_plastun1,itm_rus_plastun2,itm_pants_fake,itm_rus_plastun_hat,itm_russian_rifle_1805,itm_bullets,itm_russian_jaeger_bayonet_jaeger,itm_horn],
   def_attrib_multiplayer|level(20),wpex(80,5,80,5,50,5),knows_common|knows_ironflesh_2|knows_power_strike_1|knows_athletics_3,swadian_face_middle_1, swadian_face_old_2],
[close]

and my scripts code (i changed scripts only in this part, so basically the whole file is untouched)
Spoiler
Code
     # Classes
     (try_begin), # Infantry
       (this_or_next|is_between, ":troop_no", "trp_british_infantry","trp_british_foot_guard"), # Brits
       (this_or_next|is_between, ":troop_no", "trp_british_ship","trp_wellington"), # Brits
       (this_or_next|is_between, ":troop_no", "trp_french_infantry","trp_french_old_guard"), # French
       (this_or_next|is_between, ":troop_no", "trp_french_ship","trp_napoleon"), # French
       (this_or_next|is_between, ":troop_no", "trp_prussian_infantry","trp_prussian_infantry_15"), # Prussian
       (this_or_next|is_between, ":troop_no", "trp_russian_opol","trp_russian_infantry_rifle"), # Russian
       (this_or_next|is_between, ":troop_no", "trp_austrian_infantry","trp_austrian_grenadier"), # Austrian
       (this_or_next|is_between, ":troop_no", "trp_rhine_infantry_bavaria","trp_rhine_grenadier_guard"), # Rhine
       
       (this_or_next|is_between, ":troop_no", "trp_british_infantry_ai","trp_british_foot_guard_ai"), #brits line inf
(this_or_next|is_between, ":troop_no", "trp_french_infantry_ai","trp_french_old_guard_ai"), #french line inf
(this_or_next|is_between, ":troop_no", "trp_prussian_infantry_ai","trp_prussian_infantry_15_ai"), #Prussian line inf
(this_or_next|is_between, ":troop_no", "trp_russian_foot_guard_ai","trp_russian_infantry_rifle_ai"), #Russian line inf
(this_or_next|is_between, ":troop_no", "trp_rhine_infantry_bavaria_ai","trp_rhine_grenadier_guard_ai"), #Rhine line inf
       (this_or_next|eq, ":troop_no","trp_austrian_infantry_ai"), #austrian line inf
       (this_or_next|eq, ":troop_no","trp_austrian_infantry2_ai"),       
     
       (this_or_next|eq, ":troop_no", "trp_british_ship_marine_ai"),
                    (eq, ":troop_no", "trp_french_ship_marine_ai"),
       
       (neq, ":troop_no", "trp_british_ship_cannon"), # British
       (neq, ":troop_no", "trp_french_ship_cannon"), # French     
       
       (assign, ":troop_class", multi_troop_class_mm_infantry),
     (else_try), # Guard Infantry
       (this_or_next|is_between, ":troop_no", "trp_british_foot_guard","trp_british_light_infantry"), # Brits
       (this_or_next|is_between, ":troop_no", "trp_french_old_guard","trp_french_voltigeur"), # French
       (this_or_next|is_between, ":troop_no", "trp_prussian_infantry_15","trp_prussian_infantry_rifle"), # Prussian
  #     (this_or_next|is_between, ":troop_no", "trp_russian_foot_guard","trp_russian_infantry_rifle"), # Russian
       (this_or_next|is_between, ":troop_no", "trp_austrian_grenadier","trp_austrian_infantry_rifle"), # Austrian
       (this_or_next|is_between, ":troop_no", "trp_rhine_grenadier_guard","trp_rhine_light_infantry_hessen"), # Rhine
                   
       (this_or_next|eq, ":troop_no", "trp_british_foot_guard_ai"),
       (this_or_next|eq, ":troop_no", "trp_french_old_guard_ai"),
       (this_or_next|eq, ":troop_no", "trp_prussian_infantry_15_ai"),
 #      (this_or_next|eq, ":troop_no", "trp_russian_foot_guard_ai"),
       (this_or_next|eq, ":troop_no", "trp_rhine_grenadier_guard_ai"),
                    (eq, ":troop_no", "trp_austrian_grenadier_ai"),
                   
       (assign, ":troop_class", multi_troop_class_mm_grenadier),
     (else_try), # Skirmisher
       (this_or_next|is_between, ":troop_no", "trp_british_light_infantry","trp_british_rifle"), # Brits
       (this_or_next|is_between, ":troop_no", "trp_french_voltigeur","trp_french_hussar"), # French
       (this_or_next|is_between, ":troop_no", "trp_rhine_light_infantry_hessen","trp_rhine_light_infantry_bavaria"),
       #(this_or_next|is_between, ":troop_no", "trp_russian_infantry","trp_russian_partizan"), # Russian
       # Rhine
                   
       (this_or_next|eq, ":troop_no", "trp_british_light_infantry_ai"),
       (this_or_next|eq, ":troop_no", "trp_french_voltigeur_ai"),
       (this_or_next|eq, ":troop_no", "trp_rhine_light_infantry_hessen_ai"),
       #(this_or_next|eq, ":troop_no", "trp_prussian_infantry_15_ai"), for when we add prussian inf
                    (eq, ":troop_no", "trp_austrian_grenzer_ai"),
                   
       (assign, ":troop_class", multi_troop_class_mm_skirmisher),
     (else_try), # Riflemen
       (this_or_next|is_between, ":troop_no", "trp_british_rifle","trp_british_hussar"), # Brits
       (this_or_next|is_between, ":troop_no", "trp_prussian_infantry_rifle","trp_prussian_dragoon"), # Prussian
       (this_or_next|is_between, ":troop_no", "trp_russian_infantry_rifle","trp_russian_hussar"), # Russian
       (this_or_next|is_between, ":troop_no", "trp_austrian_infantry_rifle","trp_austrian_hussar"), # Austrian
       (this_or_next|is_between, ":troop_no", "trp_rhine_light_infantry_bavaria","trp_rhine_mounted_jaeger"), # Rhine
                   
       (this_or_next|eq, ":troop_no", "trp_austrian_infantry_rifle_ai"),
       (this_or_next|eq, ":troop_no", "trp_prussian_infantry_rifle_ai"),
       (this_or_next|eq, ":troop_no", "trp_british_rifle_ai"),
       (this_or_next|eq, "trp_rhine_light_infantry_bavaria_ai"), #Rhine rifle
                    (eq, ":troop_no", "trp_russian_infantry_rifle_ai"),
                   
       (assign, ":troop_class", multi_troop_class_mm_rifle),
[close]

I really hope that someone can help me (ideally - write needed script for changing order of Russian troops and mark changed lines, so I can repeat it for other factions as well), because I'm just wasting much time on it without even slight positive results.
Title: Re: Have a question about Modding? Ask Here!
Post by: Ivkolya on March 15, 2018, 11:41:20 pm
To understand, which lines and how I must change to make my own order of troops, I moved the last troop of Austrian infantry (austrian_grenadier) on the first place of list of vanilla Austrian infantry and in module_scripts.py I changed order of Austrian infantry respectively, like this.

Code
       (this_or_next|is_between, ":troop_no", "trp_austrian_grenadier","trp_austrian_infantry_rifle"), # Austrian

But after that in he game all infantry units are on their places, but austrian_grenadier is now in the Specialists section.
Can someone help me to change list of infantry units or help me to understand, what else should I change so (in this case) austrian_grenadier will be on the first place of Austrian infantry?

Title: Re: Have a question about Modding? Ask Here!
Post by: pete99 on March 17, 2018, 01:57:47 am
Does anyone know how to make these new custom buttons and custom labels visible to clients on a server?
I have noticed the custom strings and custom button parts in Module_Troops, but am unsure which parts to change. And in the Mudule_Scene_Props file itself I see the:
 
#  ("custom_button_1_4seconds",spr_use_time(4),"0","cannon_button_collision", [
#    (ti_on_init_scene_prop,
#      [
#        (troop_set_name, "trp_custom_button_1_4seconds", "@Use Me"), # Set custom use string here, displayed when looking at button
#      ]),

But i'm not sure of how the two connect, and exactly which parts need to be modified, or what codes have to be added.
Title: Re: Have a question about Modding? Ask Here!
Post by: Ivkolya on March 18, 2018, 07:01:14 pm
To understand, which lines and how I must change to make my own order of troops, I moved the last troop of Austrian infantry (austrian_grenadier) on the first place of list of vanilla Austrian infantry and in module_scripts.py I changed order of Austrian infantry respectively, like this.

Code
       (this_or_next|is_between, ":troop_no", "trp_austrian_grenadier","trp_austrian_infantry_rifle"), # Austrian

But after that in he game all infantry units are on their places, but austrian_grenadier is now in the Specialists section.
Can someone help me to change list of infantry units or help me to understand, what else should I change so (in this case) austrian_grenadier will be on the first place of Austrian infantry?

Eventually, I've found a solution for my problem - I've just put old Russian infantry to new unit section  (made by Gokiller's tutorial (https://www.fsegames.eu/forum/index.php?topic=20540.0)), but without changing module_presentations.py and added my new troops to the Infantry section in module_scripts.py.
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on March 19, 2018, 12:00:48 pm
Eventually, I've found a solution for my problem - I've just put old Russian infantry to new unit section  (made by Gokiller's tutorial (https://www.fsegames.eu/forum/index.php?topic=20540.0)), but without changing module_presentations.py and added my new troops to the Infantry section in module_scripts.py.
Hello Ivkolya, you may want to try fac_neutral for any non-specialized unit you want to remove. Hope this helps :)
Title: Re: Have a question about Modding? Ask Here!
Post by: Ivkolya on March 19, 2018, 02:28:27 pm
Hello Ivkolya, you may want to try fac_neutral for any non-specialized unit you want to remove. Hope this helps :)

Thank you, I will try it, maybe it's simplier way:) But I tried already to assign them fac_commoners instead of fac_russia and fac_russian_ranks - mod compiled without any problems, but in game my new units went to new section instead of Infantry section.
Title: Re: Have a question about Modding? Ask Here!
Post by: thepenguin on March 19, 2018, 02:42:56 pm
Sadly, almost nobody is making skins for Napoleonic Wars anymore, and the ones that are still out there, don't work.
Title: Re: Have a question about Modding? Ask Here!
Post by: Johny_Nawalony on March 21, 2018, 10:37:37 am
Sadly, almost nobody is making skins for Napoleonic Wars anymore, and the ones that are still out there, don't work.
It's easy to make old skins compatible
Title: Re: Have a question about Modding? Ask Here!
Post by: pete99 on April 07, 2018, 02:34:49 pm
Does anyone know how to make it so players can only join 1 team, like you get on the bot survival server?
Title: Re: Have a question about Modding? Ask Here!
Post by: Ivkolya on May 08, 2018, 01:39:31 pm
Hi all, can someone advise me, how to assign to item custom running animation? As example I want assign to musket in melee mode animation, when soldier holds it horizontally when running forward and sideward.
Title: Re: Have a question about Modding? Ask Here!
Post by: Ivkolya on May 08, 2018, 08:01:35 pm
And also a question - how can I avoid massive FPS drop in eitor while Edit Meshes mode is active?

And I didn't find any information, how to add grass to existing map?
Title: Re: Have a question about Modding? Ask Here!
Post by: Woeski on May 13, 2018, 02:22:38 pm
I wanted to ask, how do I add new units to a faction? I already have the models.
And also how to I make it possible to play a custom map on battle gamemode? (or any other gamemode?)
Title: Re: Have a question about Modding? Ask Here!
Post by: Aternox on May 13, 2018, 03:15:05 pm
I wanted to ask, how do I add new units to a faction? I already have the models.
And also how to I make it possible to play a custom map on battle gamemode? (or any other gamemode?)

For adding new units just open module_troops and insert a new unit, if you are still unsure look at the middle of this topic https://www.fsegames.eu/forum/index.php?topic=11836.0 (https://www.fsegames.eu/forum/index.php?topic=11836.0)

For custom maps you can either put set_map mp_custom_map_1  and  start into the game server console (given you started the server on battle mode). Otherwise, if you want maps on the admin panel ingame you would need to edit the script in mission_templates

Title: Re: Have a question about Modding? Ask Here!
Post by: Woeski on May 13, 2018, 04:04:58 pm
I wanted to ask, how do I add new units to a faction? I already have the models.
And also how to I make it possible to play a custom map on battle gamemode? (or any other gamemode?)

For adding new units just open module_troops and insert a new unit, if you are still unsure look at the middle of this topic https://www.fsegames.eu/forum/index.php?topic=11836.0 (https://www.fsegames.eu/forum/index.php?topic=11836.0)

For custom maps you can either put set_map mp_custom_map_1  and  start into the game server console (given you started the server on battle mode). Otherwise, if you want maps on the admin panel ingame you would need to edit the script in mission_templates


Thanks a lot man!
But, actually I am wanting to add new units on an already existing mod.
Title: Re: Have a question about Modding? Ask Here!
Post by: Aternox on May 13, 2018, 07:54:32 pm
Thanks a lot man!
But, actually I am wanting to add new units on an already existing mod.
As in you don't have the source code for it? You would need that to edit in brand new units (unless you're trying to just do a reskin)
Title: Re: Have a question about Modding? Ask Here!
Post by: habsburg on May 18, 2018, 10:10:21 pm
Hello People who know more stuff than me,

Im currently working on an infantry unit for austria, and since they only have two different kids of pants I wanted to add a new one for the unit, with boots and all blue, no black-yellow lines. I have the Pants in OpenBrf and all of that, but I dont want to just overwrite the hungarian pants, what do I do to create a new item that the unit then wears?

Thank you for reading, hoping for help,

Edit:
Solved the problem myself, attached pants to upper half model and got rid of the originals
Habsburg
Title: Re: Have a question about Modding? Ask Here!
Post by: Ivkolya on June 08, 2018, 09:51:58 am
Hello all!
Are there some restrictions for size of an object on the scene? As example, I want to make a mesh, which will cover an entire scene. I made the mesh, imported it in the scene as scene prop of small size, but it disappears after scaling it 1000% in the scene. When I scaled it in OpenBRF to be 100 times bigger, it is imported in the scene as a blank object. So I wonder, how can I make scene prop, which will cover an entire scene?


I just made my mesh bigger before exporting and it worked perfectly.
Title: Re: Have a question about Modding? Ask Here!
Post by: Ivkolya on June 14, 2018, 11:25:08 pm
Hello all! I have a strange issue - two cannons spawn in one position on my new map in all modes except Editing Scene mode, in this mode there is only one cannon at that place (so I can't delete second cannon). Second cannon, invisible in editing scene mode, was placed like that by me a long time ago, when I only started work on this scene and I have no idea what I did, so this cannon spawns automatically. I can provide files of that scene, if someone can help me with that and I will be very grateful :)
Title: Re: Have a question about Modding? Ask Here!
Post by: Ivkolya on July 02, 2018, 09:39:19 am
Another quick question - I want to add handgrenades to my mod, I changed range and max_ammo for Holy Hand Grenade, but I want grenade to explode after some time (like mortar shell), not on impact, but I can't find the script of timed explosion in module_scripts.py, can someone show me it?:)

And I still have strange cannon, which appears only in gamemodes (and not in scene editing mode), but when I delete in some gamemode barrel of the cannon (I can't select cannon's wood to delete it too) and restart the map - the cannon appears again.
Title: Re: Have a question about Modding? Ask Here!
Post by: Thunderstormer on July 02, 2018, 10:17:42 am
Another quick question - I want to add handgrenades to my mod, I changed range and max_ammo for Holy Hand Grenade, but I want grenade to explode after some time (like mortar shell), not on impact, but I can't find the script of timed explosion in module_scripts.py, can someone show me it?:)

And I still have strange cannon, which appears only in gamemodes (and not in scene editing mode), but when I delete in some gamemode barrel of the cannon (I can't select cannon's wood to delete it too) and restart the map - the cannon appears again.

mortar shells blow up on impact, not by time in NW.  Crates blow up after an amount of time, and going off memory, i believe the timer stuff for that is in the scene props file. 


a lot of things are different in scene editing mode compared to the regular modes.   Ideally, you make the map you want in scene edit mode, then you play that map in an actual game mode for testing things out.  because of the differences, it is best advised to only change stuff in scene edit game mode.   try removing the cannon in scene edit game mode.

another minor note, if you remove a prop, it is best to just start the map again rather than hit reset.
Title: Re: Have a question about Modding? Ask Here!
Post by: Ivkolya on July 02, 2018, 10:59:32 am
Thank you for answer! I will try use script of crate explosion.

As fow second part - I placed that gun a very long ago in testing purposes and I think I placed it in some game mode, not in the scene editing mode. But strangely this particular gun doesn't appear in scene edit mode at all. Other guns are OK though. Maybe data of that gun is stored somewhere else?
And yes, I restart map usually rather than reset it.
Title: Re: Have a question about Modding? Ask Here!
Post by: Conduct on July 06, 2018, 11:48:11 am
Hello! I am new to modding and I would like to know if there is a way to display the regiment officer instead of the troop, in the commander battle troop select menu? In misson_presentations

(store_mul,":troop_view",":troop_no", 2), #with weapons
(create_mesh_overlay_with_tableau_material, reg1, -1, "tableau_game_party_window", ":troop_view"),

I have tried setting ":troop_no" to ":my_player_no" but he comes up naked :( Any ideas? Thank you so much!
Title: Re: Have a question about Modding? Ask Here!
Post by: Armis on July 12, 2018, 06:29:35 am
HI so I am a mod developer and I have recently discovered how to create new factions from scratch on Napoleonic Wars I am adding new items to my new factions and I have gotten to the point where I give new regiments new colours and new regiment standards but the flag doesn't wave in the air like the others it just sticks solid, I am trying to figure out how to fix that if someone could let me know what file and what line I need to edit I would gladly appreciate it.
Title: Re: Have a question about Modding? Ask Here!
Post by: Ivkolya on July 15, 2018, 06:13:49 pm
Hello all, how can I assign to one unit two or more firearms simultaneously? And btw how can I add mare than 4 items to one unit?
Title: Re: Have a question about Modding? Ask Here!
Post by: Maximilius on July 19, 2018, 01:01:20 am
Anyone got the latest version of the NW MS? All I can find is the MS from NW release, a tad useless now its been updated to the extent that it has been.
Title: Re: Have a question about Modding? Ask Here!
Post by: pete99 on August 05, 2018, 02:05:00 pm
Anyone got the latest version of the NW MS? All I can find is the MS from NW release, a tad useless now its been updated to the extent that it has been.

If you are still looking for this:

https://www.moddb.com/mods/mount-and-musket-battalion-mod/news/napoleonic-wars-patch-12-released

Down at the bottom.
Title: Re: Have a question about Modding? Ask Here!
Post by: AeroNinja on August 06, 2018, 03:06:01 pm
So I want to compile my module. But I get a few errors. My path is correct and the folder name is also correct. I have not used backwards slashes as stated in the module_info.py file.

It transfers some text files over but not all. Can anyone help me asap with this?
Title: Re: Have a question about Modding? Ask Here!
Post by: Ivkolya on August 09, 2018, 09:50:04 pm
How to say in Python "agent's active animation is"? I mean while some animation is active, some script is executed. Maybe somewhere in game it is used?
Title: Re: Have a question about Modding? Ask Here!
Post by: Ivkolya on August 10, 2018, 11:50:05 am
Nevermind, I think I figured it out
Title: Re: Have a question about Modding? Ask Here!
Post by: Coldstreamer on August 14, 2018, 11:50:02 pm
How do you change the colour of say.. A plume in a hat, or the colour of the hat?  I know how to change the uniform but can do you change the hat colour?  Also, how do you edit the hat, say make a bearskin into something like a Bicorner..?
Title: Re: Have a question about Modding? Ask Here!
Post by: Ivkolya on August 20, 2018, 09:02:34 pm
How do you change the colour of say.. A plume in a hat, or the colour of the hat?  I know how to change the uniform but can do you change the hat colour?  Also, how do you edit the hat, say make a bearskin into something like a Bicorner..?

If I understood your question right, then for changing colour of the hat or of a plume, you'll need to change textures (via Photoshop or Gimp2 as example), for making bearskin into bicorner you'll need 3Ds Max or Blender or Wings3D (two latter are free to use)
Title: Re: Have a question about Modding? Ask Here!
Post by: Ivkolya on August 20, 2018, 09:11:26 pm
Hi all, have a very difficult and important for me question. I need to make standing and walking animations with rifle on the left shoulder, when left hand is under rifle's butt, like here
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.secondwi.com%2Fbaxterdrill%2Fshoulder_arms_small58.GIF&hash=7cb74ea67e46db5935c563aae1f170490b7cbe2f)
[close]
I am not good at animations and especially with understanding and using flags, but I'm sure, that flag arf_stick_to_left_hand will not help me, because I need rifle for these two animations to be higher relatively to hand than it is in NW (and of course at the left hand), so I guess I'll need new model of rifle for these two animations, with new coordinates.
So question is - is it possible, make appear this new rifle model only for these two animations instead of usuall model of rifle? Or there is easier way to archieve needed rusults?

P.S. By the way, I can't make flag arf_stick_to_left_hand work, rifle is always in right hand, what I am doing wrong?
Here's the code for animation:
Code
 ["stand_crossbow", 0, amf_client_prediction,
   [2.0, "staff_cstance", 0, 60, arf_use_stand_progress|arf_cyclic|arf_stick_item_to_left_hand, 0, (0, 0, 0), 0.0], 
("staff_cstance" is animation from NW "staff_cstance_musket")


UPD.: I was thinking, what if try to solve it via vertex animation? I mean, make vertex animation of two models - one usual and one with other coordinates, so it will like I need. Here cmes the question - how make game to use vertex animation and, accordingly, another model of rifle for animations of standing and walking? (In NW there is vertex animation in animation of firing musket and in reload animation, but I don't understand how is it working, never saw tutorial about adding vertex animation to skeletal animation)

Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fcs629301.vk.me%2Fv629301177%2Ffabb%2FTOUERj2PVIA.jpg&hash=3eae3bc7c975612b1cb58258151ece885a7dc0d3) (https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fcs629301.vk.me%2Fv629301177%2Ffac3%2F0nt_sGLDY50.jpg&hash=7cb03d9307aca25cdd87d68e8ae44fcb001b3b4c)
[close]
Here I made model of rifle with new coordinates and attached it to left hand (like shield in Warband).


Three years later I came back to this idea of holding the musket's butt with left hand animation, but still no luck. And still the flag "arf_stick_item_to_left_hand" does nothing in different animations I've edited in testing purposes. Can this flag be restricted only to reloading animations? Or maybe I'm doing something wrong?

Now I guess I need for this a script, which will move and rotate wielded item (musket) for animations of standing and walking (better solution), or if it will not be possible - it can be solved by a script, which will replace wielded musket with another item (the same mesh, but moved and rotated as needed), which is a more clumsy solution.

I tried to write a script with second solution (just to see if it will change wielded item to another one while certain animations are active), but it seems it doesn't work. Here is my script (I am very-very new to coding, so I realize that this code can be stupid, I made this script by analyzing other scripts, module builds without errors, but nothing is changed in game):

My code
Code
  ("cf_replace_weapon_while_anim_is_active",
  [
    (store_script_param, ":agent_id", 1),

    (agent_is_active,":agent_id"),   
    (agent_get_animation,":cur_anim",":agent_id",1),                  #if current animation is:
    (this_or_next|eq,":cur_anim","anim_stand_staff"),                 # When player stands
    (this_or_next|eq,":cur_anim","anim_turn_right_staff"),           # When player turns right
    (this_or_next|eq,":cur_anim","anim_turn_left_staff"),             # When player turns left
    (this_or_next|eq,":cur_anim","anim_walk_forward_staff"),          # When player walks forward
                 (eq,":cur_anim","anim_walk_backward_staff"),          # When player walks backward

    (try_begin),
       (agent_get_wielded_item,":item_id",":agent_id",0),                      #if agent has item
       (this_or_next|is_between,":item_id","itm_french_mousquiton","itm_cannon_ball_dummy"),     #item is a carbine or
                    (is_between,":item_id","itm_french_charleville","itm_french_art_off_sword"),     #item is a musket
       (agent_equip_item,":item_id","itm_flag_france_45e"),                                          #give to the agent other item (flag for testing purposes)
    (try_end)   
  ]),
 
[close]

Can someone help me with making soldier stand and walk with musket in proper position on the left shoulder?


I asked this three years ago and get no answer, maybe I'll be lucky this time :)
Title: Re: Have a question about Modding? Ask Here!
Post by: Kaasovic on August 20, 2018, 09:38:26 pm
How is your script being called? And from where?
Title: Re: Have a question about Modding? Ask Here!
Post by: Ivkolya on August 20, 2018, 11:00:56 pm
How is your script being called? And from where?

If I understood right, my script is called "cf_replace_weapon_while_anim_is_active" and I wrote it myself, based on other scripts in module_scripts.py (again, I learned how to script all by myself and this script can be dumb, but on building module there are no errors. Here it is again.

Code
  ("cf_replace_weapon_while_anim_is_active",
  [
    (store_script_param, ":agent_id", 1),

    (agent_is_active,":agent_id"),   
    (agent_get_animation,":cur_anim",":agent_id",1),                  #if current animation is:
    (this_or_next|eq,":cur_anim","anim_stand_staff"),                 # When player stands
    (this_or_next|eq,":cur_anim","anim_turn_right_staff"),           # When player turns right
    (this_or_next|eq,":cur_anim","anim_turn_left_staff"),             # When player turns left
    (this_or_next|eq,":cur_anim","anim_walk_forward_staff"),          # When player walks forward
                 (eq,":cur_anim","anim_walk_backward_staff"),          # When player walks backward

    (try_begin),
       (agent_get_wielded_item,":item_id",":agent_id",0),                      #if agent has item
       (this_or_next|is_between,":item_id","itm_french_mousquiton","itm_cannon_ball_dummy"),     #item is a carbine or
                    (is_between,":item_id","itm_french_charleville","itm_french_art_off_sword"),     #item is a musket
       (agent_equip_item,":item_id","itm_flag_france_45e"),                                          #give to the agent other item (flag for testing purposes)
    (try_end)   
  ]),
 

In theory, it must replace current weapon (if it is musket or carbine) to french flag, so I can distinctively see that weapon was indeed changed to something while one of selected animations is active, so later I can make the same mesh of musket with other coordinates.

Of course, the much better way is just rotate and move wielded weapon so it will be in needed position, but first of all in that case weapon must be attached to left hand to avoid bugs in animations, and it seems that flag "arf_stick_item_to_left_hand" doesn't work, and also I don't know how to specify in MBScript "move item/weapon", not just move something.
Title: Re: Have a question about Modding? Ask Here!
Post by: Kaasovic on August 20, 2018, 11:24:04 pm
How is your script being called? And from where?

If I understood right, my script is called "cf_replace_weapon_while_anim_is_active" and I wrote it myself, based on other scripts in module_scripts.py (again, I learned how to script all by myself and this script can be dumb, but on building module there are no errors. Here it is again.

Code
  ("cf_replace_weapon_while_anim_is_active",
  [
    (store_script_param, ":agent_id", 1),

    (agent_is_active,":agent_id"),   
    (agent_get_animation,":cur_anim",":agent_id",1),                  #if current animation is:
    (this_or_next|eq,":cur_anim","anim_stand_staff"),                 # When player stands
    (this_or_next|eq,":cur_anim","anim_turn_right_staff"),           # When player turns right
    (this_or_next|eq,":cur_anim","anim_turn_left_staff"),             # When player turns left
    (this_or_next|eq,":cur_anim","anim_walk_forward_staff"),          # When player walks forward
                 (eq,":cur_anim","anim_walk_backward_staff"),          # When player walks backward

    (try_begin),
       (agent_get_wielded_item,":item_id",":agent_id",0),                      #if agent has item
       (this_or_next|is_between,":item_id","itm_french_mousquiton","itm_cannon_ball_dummy"),     #item is a carbine or
                    (is_between,":item_id","itm_french_charleville","itm_french_art_off_sword"),     #item is a musket
       (agent_equip_item,":item_id","itm_flag_france_45e"),                                          #give to the agent other item (flag for testing purposes)
    (try_end)   
  ]),
 

In theory, it must replace current weapon (if it is musket or carbine) to french flag, so I can distinctively see that weapon was indeed changed to something while one of selected animations is active, so later I can make the same mesh of musket with other coordinates.

Of course, the much better way is just rotate and move wielded weapon so it will be in needed position, but first of all in that case weapon must be attached to left hand to avoid bugs in animations, and it seems that flag "arf_stick_item_to_left_hand" doesn't work, and also I don't know how to specify in MBScript "move item/weapon", not just move something.

What I ment was the call to the script.
Code
(call_script, <script_id>, [<script_param>...]),

For example you can create a new trigger that will call this script every frame:
Code
(0,0,0, [
    (multiplayer_is_server), #run only on the server
],[
    (try_for_agents, ":agent_id"),
        (agent_is_active, ":agent_id"),
        (agent_is_alive, ":agent_id"),
        (call_script, "script_cf_replace_weapon_while_anim_is_active", ":agent_id"),
    (try_end),
])

You'll have to place it in every multiplayer mission template to make it work on all game modes
Title: Re: Have a question about Modding? Ask Here!
Post by: Ivkolya on August 21, 2018, 11:36:18 am
Ah, ok, thank you very much, I will try it :)

And again - why can't I make flag "arf_stick_item_to_left_hand" working? I think I made no mistakes when addingh it to animations, but it doesn't work at all. I guess it is restricted to reloading animations, or is it?
Title: Re: Have a question about Modding? Ask Here!
Post by: Kaasovic on August 21, 2018, 11:45:50 am
Ah, ok, thank you very much, I will try it :)

And again - why can't I make flag "arf_stick_item_to_left_hand" working? I think I made no mistakes when addingh it to animations, but it doesn't work at all. I guess it is restricted to reloading animations, or is it?

I don't know much about animation modding. Perhaps someone on the taleworlds forum can help you out; https://forums.taleworlds.com/index.php/topic,6575.0.html
Title: Re: Have a question about Modding? Ask Here!
Post by: Ivkolya on August 21, 2018, 12:44:18 pm
Thanks! I've made a topic there, but no positive results yet :(
Title: Re: Have a question about Modding? Ask Here!
Post by: Coldstreamer on August 30, 2018, 10:36:04 pm
So.. I made this:

Spoiler
(https://i.imgur.com/611C5BB.jpg)
[close]

But, I want to copy it to make another one for the Gardes Suisses I'm making, but I don't know how to give them a different plume.. so can someone help?

So.. I'm pretty much asking, is there a way to add another plume? There are a few when I open it in photoshop, but I don't want to have other units have the same plume as this regiment..
Title: Re: Have a question about Modding? Ask Here!
Post by: Armis on August 31, 2018, 06:39:06 am
Hi so I have figured out how to add factions to Mount & Blade Napoleonic Wars and I am able to add an additional 4 without any problems.......(the kingdoms 6-10 in modules factions) but if I add any more factions then that then all of the ranks for all of the units in the game disappear however any new units i add still show up and function but I cannot go officer, eagle bearer, drummer etc and whenever I remove the one faction I instantly get all of the ranks back could someone with potential knowledge or ideas on what could be causing this please help me.
Title: Re: Have a question about Modding? Ask Here!
Post by: Coldstreamer on September 02, 2018, 04:07:26 am
Well.... I have a bit of an issue, I accidentally deleted the badges for the caps for the french 84e, so how do I undo that?
Title: Re: Have a question about Modding? Ask Here!
Post by: PelvicThrust on October 31, 2018, 08:46:43 pm
Well.... I have a bit of an issue, I accidentally deleted the badges for the caps for the french 84e, so how do I undo that?

one fix for that is rename your current modded NW as anything, but not 'Napoleonic Wars'  un-install NW on steam and re-install it.

You should now have the original NW, and your modded version (called something else) just copy and paste the mesh from the original into the modded brf.
Title: Re: Have a question about Modding? Ask Here
Post by: PelvicThrust on November 12, 2018, 06:50:52 pm
Well I'm hopeful that someone will read this and be able to help me...

Hello! I'm making a skin pack for my reg, however I wish to change the hat for the officer class.

Problems being is the ensign uses the same officer hat in OpenBRF, so what I change to the officer hat will change the ensign (as they use the same shako). I believe I need to go on python and tell the Coldstream ensign to wear a different hat, what I'm asking is -

#1 Am I correct about the Python thing?
#2 if I use Python and tell the Coldstream ensign to wear for example the ranker shako instead of the officer shako, will I be able to play on multiplayer server or will the game have errors and kick me out?

I hope someone knows the answer to this! :)


Edit - there was this I found on this thread, however I'm hoping I can just do it on python as it might be easier?

Hey, I was wondering, is there any way to give the 33rd officer a different hat from the rankers?

Yes

If you want to remove the hats from British_hats.brf and place them in the ummm british_uniforms.brf you will need to roto them likeeeeee   https://i.gyazo.com/6cbdf536f9f09d212b5ef4c15ca6693b.png

you'll have to keep checking but place it/move it to the where you want the hat to be, make sure it's named the same as the unit e.g 33rd_Ranker.1 not just 33rd_shako. GL
Title: Re: Have a question about Modding? Ask Here!
Post by: Grozni on November 12, 2018, 07:49:53 pm
The problem is you want to change the item worn completely on client side. Servers will not allow this, cosmetic or not, otherwise everyone would be walking around with custom equipment combinations made with changes to client.
In best case server will override item you set by default one, you'll most likely be kicked upon spawning ("kicked for cheating").
Title: Re: Have a question about Modding? Ask Here!
Post by: Wursti on November 12, 2018, 08:55:39 pm
Do I have to define the Items somewhere else than in ID_Items? It keeps saying one item is undefined even tho I added it there and yes I spelled it correctly.
Title: Re: Have a question about Modding? Ask Here!
Post by: Grozni on November 12, 2018, 09:23:19 pm
Do I have to define the Items somewhere else than in ID_Items? It keeps saying one item is undefined even tho I added it there and yes I spelled it correctly.

There is no point adding anything to ID_Items, it is auto generated using content of module_items.py which is the file you want to edit.
Title: Re: Have a question about Modding? Ask Here!
Post by: Wursti on November 12, 2018, 10:10:28 pm
Do I have to define the Items somewhere else than in ID_Items? It keeps saying one item is undefined even tho I added it there and yes I spelled it correctly.

There is no point adding anything to ID_Items, it is auto generated using content of module_items.py which is the file you want to edit.

Yea I've edited that but when I start build_module.bat it keeps showing me errors of items not being declared :c
Title: Re: Have a question about Modding? Ask Here!
Post by: Grozni on November 12, 2018, 10:15:32 pm
Item undefined error is normal when you give brand new item (item that was added to module_items but wasn't yet compiled) to troops, compiling a second time should resolve that error.
If you keep getting it then you're doing something wrong, are you sure you are putting in correct item name, with "itm_" in front of it?
Title: Re: Have a question about Modding? Ask Here!
Post by: Wursti on November 12, 2018, 10:21:47 pm
Item undefined error is normal when you give brand new item (item that was added to module_items but wasn't yet compiled) to troops, compiling a second time should resolve that error.
If you keep getting it then you're doing something wrong, are you sure you are putting in correct item name, with "itm_" in front of it?

Yea. I copy pasted the french troops and just renamed the stuff I had to (faction, names)
Title: Re: Have a question about Modding? Ask Here!
Post by: PelvicThrust on November 13, 2018, 11:31:27 am
The problem is you want to change the item worn completely on client side. Servers will not allow this, cosmetic or not, otherwise everyone would be walking around with custom equipment combinations made with changes to client.
In best case server will override item you set by default one, you'll most likely be kicked upon spawning ("kicked for cheating").

Thank you very much!
Title: Re: Have a question about Modding? Ask Here!
Post by: Wursti on November 13, 2018, 04:53:18 pm
Could someone please explain what exactly those lines do?

(https://i.gyazo.com/e64becfb19dce1673abf25ed1933eca8.png)

I mean I think I kinda get it but not completely
Title: Re: Have a question about Modding? Ask Here!
Post by: Grozni on November 13, 2018, 07:22:13 pm
Could someone please explain what exactly those lines do?

(https://i.gyazo.com/e64becfb19dce1673abf25ed1933eca8.png)

I mean I think I kinda get it but not completely


Title: Re: Have a question about Modding? Ask Here!
Post by: PelvicThrust on November 17, 2018, 03:36:30 am
Hey guys, I am running into an issue with my shako plate, In openBRF I have the following:

british_guard_shako_ranker (the hat)
Lods
british_guard_shako_ranker.1 (the plate)
Lods

However I notice with some hats they have a .lod which is the hat and the plate, all at once, which I cant seem to make? I think this is the reason that the plate is only partially visible. in the image below in OpenBRF the selected LOD is the example of what I want to create in openBRF (see below)

Spoiler
(https://i.imgur.com/UesVNTo.jpg)
[close]
Title: Re: Have a question about Modding? Ask Here!
Post by: PelvicThrust on November 17, 2018, 05:22:35 am
Hey guys, I am running into an issue with my shako plate, In openBRF I have the following:

british_guard_shako_ranker (the hat)
Lods
british_guard_shako_ranker.1 (the plate)
Lods

However I notice with some hats they have a .lod which is the hat and the plate, all at once, which I cant seem to make? I think this is the reason that the plate is only partially visible. in the image below in OpenBRF the selected LOD is the example of what I want to create in openBRF (see below)

Spoiler
(https://i.imgur.com/UesVNTo.jpg)
[close]

The fix was apparently not the LOD, but the fact that the shako plate was clipping into the hat by literally a millimetre (it was not really showing on me, but it was on others.)
Title: Re: Have a question about Modding? Ask Here!
Post by: Ivkolya on November 18, 2018, 01:10:10 am
Hello all, I have couple of questions related to scene making. I've added entry points to my scene in NW, but they don't work as intended - I've set numbers of all first team's entry points to 0 and second team's entry points to 32, but in deathmatch mode both teams spawn on entry points of team 1. After that in testing purposes I've added 32 entry points for each team without changing their numbers (so team 1 has 0-31, team 2 - 32-63), but team 2 still spawns on team 1's entry points, and in battle mode both teams spawn just in the field, not on entry points.

So my question is - how many entry points should I add to the scene and is there a limit for them?
And another question - how to disable cavalry on the scene completely (so bots will spawn as infantry units)? I guess it should be somewhere in module files, but I can't find where.


UPD I found out that scene I've changed, had flag "sf_auto_entry_points", but even after deleting it in team deathmatch mode some units spawn outside of my new entry points, and also I've noticed that not all entry points are used, but in the same time some of units spawn in the same entry point simultaneously.
Title: Re: Have a question about Modding? Ask Here!
Post by: Grozni on November 18, 2018, 01:36:14 am
Hello all, I have couple of questions related to scene making. I've added entry points to my scene in NW, but they don't work as intended - I've set numbers of all first team's entry points to 0 and second team's entry points to 32, but in deathmatch mode both teams spawn on entry points of team 1. After that in testing purposes I've added 32 entry points for each team without changing their numbers (so team 1 has 0-31, team 2 - 32-63), but team 2 still spawns on team 1's entry points, and in battle mode both teams spawn just in the field, not on entry points.

So my question is - how many entry points should I add to the scene and is there a limit for them?
And another question - how to disable cavalry on the scene completely (so bots will spawn as infantry units)? I guess it should be somewhere in module files, but I can't find where.

Your second attempt is correct, you shouldn't have entry points with duplicate numbers.

iirc all it takes for spawning to work properly is add entry point 0 for team 1 and entry point 32 for team 2, other entry points are not mandatory. These things should work well in proper game mode (not Scene Editing) so I don't know why you are having problems in battle mode, double check everything.

As for other question, look for multiplayer_find_bot_troop_and_group_for_spawn in module_scripts.py, figure out how it works, and replace store_random_in_range with your own logic.
Title: Re: Have a question about Modding? Ask Here!
Post by: Ivkolya on November 18, 2018, 02:01:12 am
Thank you very much for fast answer! :)

Problem was with flag "sf_auto_entry_points" which I've deleted now.
In testing purposes I've deleted all entry points, placed them again (0-31 for team 1 and 32-63 for team 2), started team deathmatch with 25 bots only in team 1 - some entry points were not used at all, some werre used by two units at the same time, and some units were spawned on team 2 entry points, and 4 units spawned in two points on the scene where were no entry poiints at all. But maybe this is because of team deathmatch mode.
Afterwards I've started battle mode - and team 2 spawned on their entry points, but whole team 1 spawned in the field between entry points for team 1 and team 2. Can it be because I've placed entry points for team 1 and team 2 at a long distance from each other?
Title: Re: Have a question about Modding? Ask Here!
Post by: maka CZ on November 18, 2018, 04:36:16 pm
Hello, what is wrong? I've just changed color. Same thing happend with shakos
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fi67.tinypic.com%2Fnqs75t.jpg&hash=8757704527a02cb1401ac8274c70d6231a62d11e)
[close]
Title: Re: Have a question about Modding? Ask Here!
Post by: Wursti on November 23, 2018, 10:12:58 pm
Hello, what is wrong? I've just changed color. Same thing happend with shakos
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fi67.tinypic.com%2Fnqs75t.jpg&hash=8757704527a02cb1401ac8274c70d6231a62d11e)
[close]

Got no clue what is wrong :S Maybe some people can answer after I bumped this :D

----------

How can I put Units into a different unit tab (Cavalry | Artillery) ?
Title: Re: Have a question about Modding? Ask Here!
Post by: Grozni on November 24, 2018, 11:50:18 am
Make sure your replacement texture and/or material got same flags in openBRF as original. Make sure you use BC3DX5 compression when exporting. If that doesn't fix it maybe your image lost alpha channel somehow.
Title: Re: Have a question about Modding? Ask Here!
Post by: Wursti on November 24, 2018, 02:55:37 pm

----------

How can I put Units into a different unit tab (Cavalry | Artillery) ?

nvm got it :D
Title: Re: Have a question about Modding? Ask Here!
Post by: Ivkolya on December 18, 2018, 03:09:42 pm
UPD. I've finally found a solution, but if there are another, simplier thoughts - I'll be grateful :)

How to disable bots spawning as cavalry units on certain maps of team deathmatch mode?

Hello all, in siege mode in NW there is working restriction for bots spawning as cavalry, at least in defending team, but I didn't find script for that. Maybe someone can point me where it is? I think it can be a start for disabling AI cavalry in other modes

Also I've noticed that on my new scene attacking team has no horses (but all bots are of the same unit), and defending team has cavalry, which is strange

I created new topic, but maybe here someone will see and help me (and, I guess, help many other modders), so sorry for double-posting.

I made many attempts to find a solution. I was advised to look into this module_mission_templates code,

Spoiler
Code
      (call_script, "script_multiplayer_find_bot_troop_and_group_for_spawn", ":selected_team", ":look_only_actives"),
      (assign, ":selected_troop", reg0),
      (assign, ":selected_group", reg1),

      (team_get_faction, ":team_faction", ":selected_team"),
      (assign, ":num_ai_troops", 0),
      (try_for_range, ":cur_ai_troop", multiplayer_ai_troops_begin, multiplayer_ai_troops_end),
        (store_troop_faction, ":ai_troop_faction", ":cur_ai_troop"),
        (eq, ":ai_troop_faction", ":team_faction"),
        (val_add, ":num_ai_troops", 1),
      (try_end),
[close]

As I think, disable cavalry for certain scenes could be made by adding list of scenes as condition and excluding cavalry units from available for spawning after oriiginal line

Code
	   (try_for_range, ":cur_ai_troop", multiplayer_ai_troops_begin, multiplayer_ai_troops_end),

First of all I tried to add lines like (neg|troop_is_guarantee_horse, ":cur_ai_troop") or (neg|troop_select_type_cavalry, ":cur_ai_troop") and couple of other variants, but they didn't work, bots were dead in list of players.

In the end I changed module_constants (added infantry of all factions) after multiplayer_ai_troops_end (as this variable is referenced in original script)

Spoiler
Code
multiplayer_ai_troops_begin = "trp_british_infantry_ai"
multiplayer_ai_troops_end = multiplayer_troops_begin

multiplayer_ai_british_infantry_begin = "trp_british_infantry_ai"
multiplayer_ai_british_infantry_end = "trp_british_hussar_ai"

multiplayer_ai_french_infantry_begin = "trp_french_infantry_ai"
multiplayer_ai_french_infantry_end = "trp_french_hussar_ai"

multiplayer_ai_prussian_infantry_begin = "trp_prussian_infantry_ai"
multiplayer_ai_prussian_infantry_end = "trp_prussian_dragoon_ai"

multiplayer_ai_russian_infantry_begin = "trp_russian_foot_guard_ai"
multiplayer_ai_russian_infantry_end = "trp_russian_hussar_ai"

multiplayer_ai_austrian_infantry_begin = "trp_austrian_infantry_ai"
multiplayer_ai_austrian_infantry_end = "trp_austrian_hussar_ai"

multiplayer_ai_rhine_infantry_begin = "trp_rhine_infantry_bavaria_ai"
multiplayer_ai_rhine_infantry_end = "trp_rhine_mounted_jaeger_ai"
[close]

So my code looks like this now

Code
      (call_script, "script_multiplayer_find_bot_troop_and_group_for_spawn", ":selected_team", ":look_only_actives"),
      (assign, ":selected_troop", reg0),
      (assign, ":selected_group", reg1),

      (team_get_faction, ":team_faction", ":selected_team"),
      (assign, ":num_ai_troops", 0),
  (store_current_scene, ":cur_scene"),
      (try_begin),
   (eq, ":cur_scene", "scn_assault_on_malakoff_test"),
   (eq, "$g_multiplayer_game_type", multiplayer_game_type_team_deathmatch),
           (try_for_range, ":cur_ai_troop", multiplayer_ai_british_infantry_begin, multiplayer_ai_british_infantry_end),
           (try_for_range, ":cur_ai_troop", multiplayer_ai_french_infantry_begin, multiplayer_ai_french_infantry_end),
           (try_for_range, ":cur_ai_troop", multiplayer_ai_russian_infantry_begin, multiplayer_ai_russian_infantry_end),
           (try_for_range, ":cur_ai_troop", multiplayer_ai_prussian_infantry_begin, multiplayer_ai_prussian_infantry_end),
           (try_for_range, ":cur_ai_troop", multiplayer_ai_austrian_infantry_begin, multiplayer_ai_austrian_infantry_end),
           (try_for_range, ":cur_ai_troop", multiplayer_ai_rhine_infantry_begin, multiplayer_ai_rhine_infantry_end),
     (store_troop_faction, ":ai_troop_faction", ":cur_ai_troop"),
             (eq, ":ai_troop_faction", ":team_faction"),
             (val_add, ":num_ai_troops", 1),
  (try_end),
 
      (else_try),
   (try_for_range, ":cur_ai_troop", multiplayer_ai_troops_begin, multiplayer_ai_troops_end),
             (store_troop_faction, ":ai_troop_faction", ":cur_ai_troop"),
             (eq, ":ai_troop_faction", ":team_faction"),
             (val_add, ":num_ai_troops", 1),
      (try_end),

But bots are dead when I start team deathmach with bots.
And maybe I wrote something wrong? Maybe overall it's the right way, but I just wrote something wrong?
I really hope someone will help me.

Sorry for doubleposting (I've posted this question in the Scripting thread and created new tyopic), but I've got no answer, so I hope someone here will see this question finally and help me with it. And I think such code for disabling cavalry bots on certain maps will be much needed OSP code for many modders who make mods with infantry maps.
Title: Re: Have a question about Modding? Ask Here!
Post by: Ivkolya on December 26, 2018, 06:09:18 am
Hello all, how to prevent AI musicians and colour bearers from randomizing their hair and beards? I created new faces in the face generator, added them to the list of faces in module_troops and assigned them to AI troops and troops. Infantry bots spawn with correct faces, but musicians and colour bearers (in the commander battle mode) spawn with random face textures, hairstyles and beards.
Title: Re: Have a question about Modding? Ask Here!
Post by: Woeski on January 03, 2019, 03:15:47 pm
How to change the reload animation?

I know this is a very simple question, but how do you change an animation to an other (already existing) animation?
Title: Re: Have a question about Modding? Ask Here!
Post by: Ivkolya on January 03, 2019, 10:17:09 pm
Here's one of tutorials.

http://forums.taleworlds.com/index.php/topic,72992.msg1895426.html#msg1895426 (http://forums.taleworlds.com/index.php/topic,72992.msg1895426.html#msg1895426)

Or you can just replace that old animation with new one (downloaded as OSP as example) in OpenBRF, just make sure length and name of new animation is the same as of the old one.
Title: Re: Have a question about Modding? Ask Here!
Post by: Woeski on January 04, 2019, 12:08:41 pm
Thanks for your answer.

Though

I they do play the animation now, but it's much shorter. Is there anyway to make the reload time less?

EDIT: fixed this.

Just wondering, how do I change the font colour?
Title: Re: Have a question about Modding? Ask Here!
Post by: habsburg on March 18, 2019, 04:34:46 pm
Hello there

Im currently doing sum stuff with the austrian faction, and whenever I edit one of the units names (Both in Morghs and in Notepad) the game doesnt recognize troops.txt and crashes

Thats quite literally the only thing Im changing with the folder at the moment, any ideas whats happening? I used to be able to change names before, tho I havent tried it in a few months.
Maybe the Update made my computer retarded?

Any help would make me happy
Title: Re: Have a question about Modding? Ask Here!
Post by: Grozni on March 18, 2019, 05:05:55 pm
Perhaps you are trying to edit the part which start with "trp_", that is a troop identifier so editing it would cause problems.

You can edit everything else. In the example below, French_Artillerist can be edited but is pointless for player troops as this would be the name of the bot troop. The visible part of this individual troop's name in menu is the third string Artillery_Train_Renamed

Code
trp_french_arty_nco French_Artillerist Artillery_Train_Renamed 0 133169152 0 0 18 0 0
  286 0 781 0 620 0 213 0 63 0 932 0 937 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 30 5 30 5 30
2586 131072 0 49 204800 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0

trp_french_arty_officer French_Artillerist Officer_Renamed 0 133169152 0 0 18 0 0
  254 0 780 0 612 0 867 0 52 0 213 0 216 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  15 15 15 15 20
 80 5 30 5 30 5 30
2586 131072 0 49 204800 0
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
Title: Re: Have a question about Modding? Ask Here!
Post by: habsburg on March 18, 2019, 08:31:21 pm
Nono I made sure Im editing the right part, the error message tells me something along the lines of "There was an unexpected end to troops.txt", especially weird considering a few months back I was still able to edit the names and stuff

I did a test aswell, I can run the mod with the troops.txt I have, so nothing wrong with the stuff Im starting out with. But as soon as I edit either the 2nd or 3rd part of any units name, the game dies.
Title: Re: Have a question about Modding? Ask Here!
Post by: Grozni on March 18, 2019, 08:46:36 pm
The file gets messed up when you edit it for sure. Double-check if editing a clean, original troops.txt with just notepad gives you the same error. Uploading the corrupted troops.txt could help.
Title: Re: Have a question about Modding? Ask Here!
Post by: habsburg on March 19, 2019, 10:34:02 am
Alright, Someone helped me find the problem.

In the end it was Windows Notepad being stupid, I now use Notepad++ and it works
Title: Re: Have a question about Modding? Ask Here!
Post by: Syncmaster667 on April 30, 2019, 07:23:09 pm
Does anyone know how to change the font style in-game? I've tried replacing the font_data.xml and font.dds but shamefully results in no text at all :)
Title: Re: Have a question about Modding? Ask Here!
Post by: BNS Marko on April 30, 2019, 08:02:46 pm
Use this tool: https://forums.taleworlds.com/index.php/topic,67315.0.html
Title: Re: Have a question about Modding? Ask Here!
Post by: Syncmaster667 on April 30, 2019, 08:12:52 pm
Use this tool: https://forums.taleworlds.com/index.php/topic,67315.0.html
Cheers :D !
Title: Re: Have a question about Modding? Ask Here!
Post by: Mexican on May 22, 2019, 07:06:24 am
where can i get autoblocks :)))))))))))
Title: Re: Have a question about Modding? Ask Here!
Post by: ~NickCole~ on May 23, 2019, 06:01:43 am
where can i get autoblocks :)))))))))))
I got you chief

*snip*
Title: Re: Have a question about Modding? Ask Here!
Post by: Grozni on May 23, 2019, 01:56:15 pm
Or just crawl into a shithole and die.
Title: Re: Have a question about Modding? Ask Here!
Post by: habsburg on May 23, 2019, 03:08:22 pm
hello another question:
I'm working on some stuff for myself and I've met a problem.
My Goal:
Spoiler
(https://i.imgur.com/GhpgPPu.png)
[close]
How its supposed to behave ingame:
Spoiler
(https://i.imgur.com/C9g6mo9.jpg)(https://i.imgur.com/eSMVwND.jpg)(https://i.imgur.com/KBFfoeQ.jpg)
[close]
How its behaving:
Spoiler
(https://i.imgur.com/HVwWVbX.jpg)(https://i.imgur.com/fOUKpwN.jpg)
[close]

So the problem here is that the gorget (the thing that protects the chin) wont attach to the breastplate. I've tried whatever, I attached the model to the spine, then ingame it was hovering infront of me. So what I did was move the helmet into the correct position with the Roto-translate-rescale option, but well, now I cant get it to attach to the cuirass and it sortof sits on the head and the gorget clips through the armor.

plox halp

Edit: Found a different way, problem solved.
Title: Re: Have a question about Modding? Ask Here!
Post by: Zebaad on May 28, 2019, 07:57:06 pm
Hi there! I am working on a mod for a server, and a map and have been stumped by two things:

One- I would like to enable a custom button that is only usable when a player has a specific item equipped*.

Two- Similarly, I would like a custom button that returns a player to full health*.
Initial Test
This was what I created initially, but it does not seem to work correctly:
      
Code
  (try_begin),
(player_get_agent_id, ":value_agent_id", ":value"),
(agent_is_active,":value_agent_id"),
(agent_is_alive, ":value_agent_id"),
(agent_set_hit_points, ":player_id", 100, 0),
(try_end),
[close]

*The custom button part I have sorted, it's just the actual function of each part I can't seem to get to work correctly.
Title: Re: Have a question about Modding? Ask Here!
Post by: Grozni on May 28, 2019, 08:04:11 pm
Hi there! I am working on a mod for a server, and a map and have been stumped by two things:

One- I would like to enable a custom button that is only usable when a player has a specific item equipped*.

Two- Similarly, I would like a custom button that returns a player to full health*.
Initial Test
This was what I created initially, but it does not seem to work correctly:
      
Code
  (try_begin),
(player_get_agent_id, ":value_agent_id", ":value"),
(agent_is_active,":value_agent_id"),
(agent_is_alive, ":value_agent_id"),
(agent_set_hit_points, ":player_id", 100, 0),
(try_end),
[close]

*The custom button part I have sorted, it's just the actual function of each part I can't seem to get to work correctly.


You are trying to set agent hit points on the player, it should be the agent.
Title: Re: Have a question about Modding? Ask Here!
Post by: Jack on June 03, 2019, 04:24:51 pm
Hello guys,

I have managed to add back crossbows (animations and sounds) to a Napoleonic Wars based mod and have both crossbows and muskets working properly but I have an issue with the particles. I would like to restrict the smoke and explosions to muskets and pistols only (in other words only itp_type_musket and itp_type_pistol items and not itp_type_crossbow items).

In order to do that what do I need to modify in this bit of code?

Code
  ("game_missile_launch",
    [
    (try_begin),
      (neg|multiplayer_is_dedicated_server),
     
      (store_script_param, ":agent_id", 1),
      (store_script_param, ":item_id", 2),
      (store_script_param, ":missile_weapon_id", 3),
     
      (agent_is_active,":agent_id"),
      (agent_is_alive,":agent_id"),
      (neq,":missile_weapon_id","itm_cannon_canister_dummy"),
     
      (set_fixed_point_multiplier, 100),
      (copy_position,pos41,pos1),
     
      (assign, ":sound_id", -1),
      (assign, ":muzzle_y", 0),
      (assign, ":muzzle_x", -16),
      (assign, ":muzzle_y_rot", 0),
      (assign, ":has_pan", 1),
     # (assign, ":pan_y", 0),
      (assign, ":smoke_size", 17),
      (assign, ":spark_size", 100),
      (assign, ":pan_smoke_size", 8),
      (try_begin),
        (is_between,":item_id","itm_french_cav_pistol","itm_french_mousquiton"), # Pistols
        (assign, ":sound_id", "snd_pistol"),
        (assign, ":muzzle_y", 44),
        (assign, ":muzzle_x", 0),
        (assign, ":muzzle_y_rot", -45),
        (assign, ":has_pan", 0),
        (assign, ":smoke_size", 14),
        (assign, ":spark_size", 40),
      (else_try),
        (is_between,":item_id","itm_french_mousquiton","itm_russian_rifle_1805"), # Carabines
        (assign, ":sound_id", "snd_musket"), #  snd_carabine
        (assign, ":muzzle_y", 104),
      (else_try),
        (is_between,":item_id","itm_russian_rifle_1805","itm_french_charleville"), # Rifles
        (assign, ":sound_id", "snd_rifle"),
        (assign, ":muzzle_y", 90),
      (else_try),
        (is_between,":item_id","itm_french_charleville","itm_french_art_off_sword"), # Muskets
        (assign, ":sound_id", "snd_musket"),
        (assign, ":muzzle_y", 132),
      (try_end),
     
      (try_begin),
        (call_script, "script_client_get_my_agent"),
        (eq, ":agent_id", reg0), # shooting myself.
       
        # particles for myself 65% so i can see what I shoot at.
        (val_mul,":smoke_size", 65),
        (val_div,":smoke_size", 100),
        (val_mul,":pan_smoke_size", 65),
        (val_div,":pan_smoke_size", 100),
      (try_end),
       
      # Sounds
      (gt, ":sound_id", -1),
      (play_sound_at_position, ":sound_id", pos41),     

      # Default movement
      (position_move_x,pos41,":muzzle_x"),
      (position_move_y,pos41,18),

      # pan flash and smoke..
      (try_begin),
        (eq,":has_pan",1),
       
        (particle_system_burst_no_sync, "psys_pan_smoke", pos41, ":pan_smoke_size"),
        #(position_rotate_z, pos41, 45),
        (particle_system_burst_no_sync, "psys_pan_flash", pos41, 4),
        #(position_rotate_z, pos41, -45),
      (try_end),
     
      # the fire particles
      (position_rotate_z,pos41,":muzzle_y_rot"),
      (position_move_y,pos41,":muzzle_y"),
      (particle_system_burst_no_sync, "psys_musket_smoke", pos41, ":smoke_size"),
      (particle_system_burst_no_sync, "psys_musket_flash", pos41, ":spark_size"),
      #(particle_system_burst_no_sync, "psys_musket_sparks", pos41, ":spark_size"),
    (try_end),
  ]),

I don't know if anyone tried before. Any help would be greatly appreciated.
Title: Re: Have a question about Modding? Ask Here!
Post by: Grozni on June 03, 2019, 04:57:33 pm
Hello guys,

I have managed to add back crossbows (animations and sounds) to a Napoleonic Wars based mod and have both crossbows and muskets working properly but I have an issue with the particles. I would like to restrict the smoke and explosions to muskets and pistols only (in other words only itp_type_musket and itp_type_pistol items and not itp_type_crossbow items).

In order to do that what do I need to modify in this bit of code?

Code
  ("game_missile_launch",
    [
    (try_begin),
      (neg|multiplayer_is_dedicated_server),
     
      (store_script_param, ":agent_id", 1),
      (store_script_param, ":item_id", 2),
      (store_script_param, ":missile_weapon_id", 3),
     
      (agent_is_active,":agent_id"),
      (agent_is_alive,":agent_id"),
      (neq,":missile_weapon_id","itm_cannon_canister_dummy"),
     
      (set_fixed_point_multiplier, 100),
      (copy_position,pos41,pos1),
     
      (assign, ":sound_id", -1),
      (assign, ":muzzle_y", 0),
      (assign, ":muzzle_x", -16),
      (assign, ":muzzle_y_rot", 0),
      (assign, ":has_pan", 1),
     # (assign, ":pan_y", 0),
      (assign, ":smoke_size", 17),
      (assign, ":spark_size", 100),
      (assign, ":pan_smoke_size", 8),
      (try_begin),
        (is_between,":item_id","itm_french_cav_pistol","itm_french_mousquiton"), # Pistols
        (assign, ":sound_id", "snd_pistol"),
        (assign, ":muzzle_y", 44),
        (assign, ":muzzle_x", 0),
        (assign, ":muzzle_y_rot", -45),
        (assign, ":has_pan", 0),
        (assign, ":smoke_size", 14),
        (assign, ":spark_size", 40),
      (else_try),
        (is_between,":item_id","itm_french_mousquiton","itm_russian_rifle_1805"), # Carabines
        (assign, ":sound_id", "snd_musket"), #  snd_carabine
        (assign, ":muzzle_y", 104),
      (else_try),
        (is_between,":item_id","itm_russian_rifle_1805","itm_french_charleville"), # Rifles
        (assign, ":sound_id", "snd_rifle"),
        (assign, ":muzzle_y", 90),
      (else_try),
        (is_between,":item_id","itm_french_charleville","itm_french_art_off_sword"), # Muskets
        (assign, ":sound_id", "snd_musket"),
        (assign, ":muzzle_y", 132),
      (try_end),
     
      (try_begin),
        (call_script, "script_client_get_my_agent"),
        (eq, ":agent_id", reg0), # shooting myself.
       
        # particles for myself 65% so i can see what I shoot at.
        (val_mul,":smoke_size", 65),
        (val_div,":smoke_size", 100),
        (val_mul,":pan_smoke_size", 65),
        (val_div,":pan_smoke_size", 100),
      (try_end),
       
      # Sounds
      (gt, ":sound_id", -1),
      (play_sound_at_position, ":sound_id", pos41),     

      # Default movement
      (position_move_x,pos41,":muzzle_x"),
      (position_move_y,pos41,18),

      # pan flash and smoke..
      (try_begin),
        (eq,":has_pan",1),
       
        (particle_system_burst_no_sync, "psys_pan_smoke", pos41, ":pan_smoke_size"),
        #(position_rotate_z, pos41, 45),
        (particle_system_burst_no_sync, "psys_pan_flash", pos41, 4),
        #(position_rotate_z, pos41, -45),
      (try_end),
     
      # the fire particles
      (position_rotate_z,pos41,":muzzle_y_rot"),
      (position_move_y,pos41,":muzzle_y"),
      (particle_system_burst_no_sync, "psys_musket_smoke", pos41, ":smoke_size"),
      (particle_system_burst_no_sync, "psys_musket_flash", pos41, ":spark_size"),
      #(particle_system_burst_no_sync, "psys_musket_sparks", pos41, ":spark_size"),
    (try_end),  ]),

I don't know if anyone tried before. Any help would be greatly appreciated.

Untested but it should work:

Near top of the script add
Code
(assign, ":use_particles", 1),

Then add one more conditional check where item types are checked

Code
....
(else_try),
        (is_between,":item_id","itm_first_crossbow_item","itm_item_after_crossbows"), # Crossbows # replace with actual item IDs
        (assign, ":sound_id", "snd_crossbow"), #replace with your sound name
        (assign, ":use_particles", 0), #disable particles
(try_end),
....
#btw this will only work if your crossbow items are grouped separately in items file, if they are mixed in with muskets you would have to add this check to be the first check rather than the last.

Then below block of code which plays sound, just above  the line "# Default movement" add:

Code
(eq, ":use_particles", 1), #continue if particles are used
Title: Re: Have a question about Modding? Ask Here!
Post by: Wzee on June 03, 2019, 05:22:48 pm
Code
		(try_begin),
(player_get_unique_id, ":player_key", ":agent_no"),
(agent_is_active, ":agent_no"),
(eq, ":player_key", 1524646),

(agent_equip_item,":agent_no","itm_pirate_hat"),
(try_for_players, ":player_no", 1),
(agent_is_active, ":player_no"),
(multiplayer_send_3_int_to_player, ":player_no", multiplayer_event_return_agent_set_item, ":agent_no", "itm_pirate_hat", 4),
(try_end),
(try_end),

I'm trying to set specific player hats upon joining

Code
 SCRIPT WARNING ON OPCODE 441: Invalid Player ID: 15; LINE NO: 19: 

Upon joining the server is spammed with the error above Sorry if the code is dumb I'm still learning
Title: Re: Have a question about Modding? Ask Here!
Post by: Jack on June 03, 2019, 06:38:57 pm
Thanks Grozni, it works perfectly :D
Title: Re: Have a question about Modding? Ask Here!
Post by: Grozni on June 03, 2019, 07:01:46 pm
Code
		(try_begin),
(player_get_unique_id, ":player_key", ":agent_no"),
(agent_is_active, ":agent_no"),
(eq, ":player_key", 1524646),

(agent_equip_item,":agent_no","itm_pirate_hat"),
(try_for_players, ":player_no", 1),
(agent_is_active, ":player_no"),
(multiplayer_send_3_int_to_player, ":player_no", multiplayer_event_return_agent_set_item, ":agent_no", "itm_pirate_hat", 4),
(try_end),
(try_end),

I'm trying to set specific player hats upon joining

Code
 SCRIPT WARNING ON OPCODE 441: Invalid Player ID: 15; LINE NO: 19: 

Upon joining the server is spammed with the error above Sorry if the code is dumb I'm still learning

You are using agent instead of player at player_get_unique_id, and player instead of agent at agent_is_active.


You're welcome.
Thanks Grozni, it works perfectly :D
Title: Re: Have a question about Modding? Ask Here!
Post by: PelvicThrust on July 18, 2019, 12:47:28 am
Hey guys I am really struggling with Plumes on helmets,

Namely for the British Coldstream Officer (I added a plume on)
British Hussar Serjeant/Officer (Added a plume on)
Light Infantry/Rifle Officer Officer Plume

I don't know what the fuck I've done, but after I zoom out a certain degree the plume disappears, I am sure it has something to do with LOD's.
But I have tried every type of combination I can, I have mimicked other classes also with plumes and copied their LOD text, but still the plumes disappear after a certain duration.
Any ideas?
Title: Re: Have a question about Modding? Ask Here!
Post by: PelvicThrust on July 18, 2019, 09:35:51 pm
Fixed it, was a LOD issue (from what I can gather, if you hat has like 4 lods, so will the plume attached)
Title: Re: Have a question about Modding? Ask Here!
Post by: Ivkolya on October 19, 2019, 09:30:54 pm
Hello all, I have an issue with main menu of my mod, some lines overlap themselves, and there is a very large space between "Tutorial" and "Multiplayer" lines.

(https://i.pinimg.com/originals/3b/83/e2/3b83e274a4de93e1602a6d3db9206b95.jpg)

How can I fix it?
Title: Re: Have a question about Modding? Ask Here!
Post by: Woeski on October 29, 2019, 04:52:21 pm
Maybe you tried to remove the singleplayer in a way that this happens, you can also just remove the tutorial in the module.ini.


I also have a pretty simple question... when I try to make a new mission template just by copy pasting an old one and changing the name - I get an error... So my question is simply how do I make a new mission template  ???  :-\
Title: Re: Have a question about Modding? Ask Here!
Post by: Skaen on April 17, 2020, 01:21:02 pm
What file / setting changes the musket and cannon volume of distant sounds in NW? I want to make them a tiny bit louder so you can hear them in the distance a bit better.
Title: Re: Have a question about Modding? Ask Here!
Post by: Waffss on April 18, 2020, 04:49:56 pm
I created my own troop on NW and gave it a list of weapons but every time I respawn I stay with the same weapon.
I want the troop to work exactly as partizani in NW

Thanks in advance
Title: Re: Have a question about Modding? Ask Here!
Post by: Woeski on April 19, 2020, 04:23:07 pm
I created my own troop on NW and gave it a list of weapons but every time I respawn I stay with the same weapon.
I want the troop to work exactly as partizani in NW

Thanks in advance

So you added several items to the unit in troops.py (like I believe you already did). Now here comes the script part.

Open scripts.py search (ctrl + F) for the comment line '# And randomise your item selection ^^'.
You should see this:
Code
         
(try_begin), # And randomise your item selection ^^
           (player_get_troop_id,":my_troop_id",":my_player_no"),
           (this_or_next|eq,":my_troop_id","trp_russian_partizan"),
           (eq,":my_troop_id","trp_russian_cossack"),
Then you should copy the line '(this_or_next|eq,":my_troop_id","trp_russian_partizan"),' under itself and change the trp_russian_partizan with your unit (remember the trp_ prefix).



What file / setting changes the musket and cannon volume of distant sounds in NW? I want to make them a tiny bit louder so you can hear them in the distance a bit better.

I think maybe in scripts.py at the script:   # script_multiplayer_server_play_sound_at_position

But I don't really know... honestly I never really noticed distant sounds in the game anyway...  :-\
Title: Re: Have a question about Modding? Ask Here!
Post by: Waffss on April 21, 2020, 05:13:19 pm
I created my own troop on NW and gave it a list of weapons but every time I respawn I stay with the same weapon.
I want the troop to work exactly as partizani in NW

Thanks in advance

So you added several items to the unit in troops.py (like I believe you already did). Now here comes the script part.

Open scripts.py search (ctrl + F) for the comment line '# And randomise your item selection ^^'.
You should see this:
Code
         
(try_begin), # And randomise your item selection ^^
           (player_get_troop_id,":my_troop_id",":my_player_no"),
           (this_or_next|eq,":my_troop_id","trp_russian_partizan"),
           (eq,":my_troop_id","trp_russian_cossack"),
Then you should copy the line '(this_or_next|eq,":my_troop_id","trp_russian_partizan"),' under itself and change the trp_russian_partizan with your unit (remember the trp_ prefix).



What file / setting changes the musket and cannon volume of distant sounds in NW? I want to make them a tiny bit louder so you can hear them in the distance a bit better.

I think maybe in scripts.py at the script:   # script_multiplayer_server_play_sound_at_position

But I don't really know... honestly I never really noticed distant sounds in the game anyway...  :-\

thanks worked perfectly
Title: Re: Have a question about Modding? Ask Here!
Post by: Hess on April 22, 2020, 09:37:32 pm
I am looking to make a mod where the kill feed would only show your kills. Any way of possibly doing this as a clientside mod? If so, where are the files I must edit?
Title: Re: Have a question about Modding? Ask Here!
Post by: Malkolm R. Lind on April 29, 2020, 03:21:54 pm
Hi lads! I was working on a texture for my young guard skin but when I checked it out in the game it turned out like this! :o


https://steamcommunity.com/sharedfiles/filedetails/?id=2078114349

I am so confused. I 've made so many skins before and have never seen a bug like this. I tried checking all the shaders and file types but I can't seem to find the problem. Can someone please help me solve this?

Edit: I found the problem... I had spelled the word "tirailleur" with a capital T in the texture files while in the materials I spelled it with a lower case one. I just changed the lower case T in the texture file name and that fixed the problem.
Title: Re: Have a question about Modding? Ask Here!
Post by: Woeski on April 29, 2020, 04:47:40 pm
I am looking to make a mod where the kill feed would only show your kills. Any way of possibly doing this as a clientside mod? If so, where are the files I must edit?

I searched for a while to even just find where this is coded in, but without any result. I believe it might be cause you cannot actually edit this at all, since it's 'hardcoded' in. I might be wrong but just weird how I couldn't find it anywhere. Again might just be me.
Title: Re: Have a question about Modding? Ask Here!
Post by: Odysseus789 on May 08, 2020, 01:25:17 pm
Hey, I got this error when I tried to build a module from the Napoleonic Wars Sourcecode. Help?

C:\Users\Admin\Desktop\Napoleonic Wars Sourcecode\Sourcecode\mm dev - MS\*.pyc couldn't be located.


Title: Re: Have a question about Modding? Ask Here!
Post by: Woeski on May 08, 2020, 09:07:19 pm
I might be completely off here, but did you put the process_ or header_ or ID_ -files in a separate folder ?
Title: Re: Have a question about Modding? Ask Here!
Post by: Johny_Nawalony on May 15, 2020, 05:47:17 pm
Any ideas how i can make an animated mesh actually move in-game [vertex ani]
 
Title: Re: Have a question about Modding? Ask Here!
Post by: Skaen on June 08, 2020, 03:40:24 pm
How do I change the amount of smoke coming out of a musket and perhaps also a cannon? Not the duration of it only the amount. I have tried to edit the particle systems.txt and scripts.txt but it messes up my game because I do not know what I'm doing.

Would be greatly appreciated if someone could explain it.
Title: Re: Have a question about Modding? Ask Here!
Post by: Woeski on June 10, 2020, 12:27:46 pm
How do I change the amount of smoke coming out of a musket and perhaps also a cannon? Not the duration of it only the amount. I have tried to edit the particle systems.txt and scripts.txt but it messes up my game because I do not know what I'm doing.

Would be greatly appreciated if someone could explain it.

I haven't tested this but I believe that if you search game_missile_launch in scripts.txt you can edit the number that by default is 65 to something larger to increase the smoke size. (see picture)
Spoiler
(https://cdn.discordapp.com/attachments/583641358204403713/720221973652963458/unknown.png)
[close]

Also next to the one I marked in the picture there should be another 65 and I think you need to change that one as well.

Let me know if it didn't/did work.
Title: Re: Have a question about Modding? Ask Here!
Post by: Skaen on June 10, 2020, 01:08:23 pm
Thank you! I will try this out. :)
Title: Re: Have a question about Modding? Ask Here!
Post by: element812 on June 14, 2020, 09:41:51 pm
Здравствуйте,как сделать для мода NW чтобы лодки на карте были в воздухе? Как поднять уровень моря или что чтобы можно было летать-плыть по воздуху?
Title: Re: Have a question about Modding? Ask Here!
Post by: Waffss on July 27, 2020, 01:44:26 am
Hi, I recently followed Naveys guide on implementing fixing and unfixing bayonets. https://www.fsegames.eu/forum/index.php?topic=17793.msg733177#msg733177
I got it to work and now I'm wondering how to implement dropping or removing the little butter-swords that are meant to attach as bayonets when a bayonet is attached.
I'm only learning so an explanation would be nice if possible, Thanks
Title: Re: Have a question about Modding? Ask Here!
Post by: Woeski on July 27, 2020, 09:48:40 pm
       (agent_unequip_item,":cur_agent","itm_bullets"),

This line is used by the script that removes your cartridges while underwater, so I guess you could use a similair mechanism.

Admeditly I did not put too much effort in researching this answer but hope it helps.
Title: Re: Have a question about Modding? Ask Here!
Post by: Hinanawi on January 11, 2021, 07:47:07 am
How to add a new multiplayer mode, like invasion into NW?
Title: Re: Have a question about Modding? Ask Here!
Post by: usnavy30 on February 03, 2021, 06:30:55 pm
How to add a new multiplayer mode, like invasion into NW?
This requires scripting: custom scripts written of code to add functionality for a new game mode. A lot of work involved, I would imagine. It is not a simple endeavor. One would have to learn how to code first, and then seek to learn scripting or finding a scripter.

Hi, I recently followed Naveys guide on implementing fixing and unfixing bayonets. https://www.fsegames.eu/forum/index.php?topic=17793.msg733177#msg733177
I got it to work and now I'm wondering how to implement dropping or removing the little butter-swords that are meant to attach as bayonets when a bayonet is attached.
I'm only learning so an explanation would be nice if possible, Thanks
Well I'm glad to check the forum again on this occasion. Hello, I created that tutorial thread. The way it works, if I recall, we created multiple lines of code in module_items.py file of the Module System where we had separate models and item codes for fixed bayoneted muskets and muskets without bayonets (including the ranged and melee versions, as the tutorial shows). The bayonets were visual, in the sense they were not their own item code for the feature. If you are referring to the butter-swords that some infantry classes carry, those are separate items for melee weapons in the module_items file. You would need a custom script to auto-drop a bayonet when a certain action is triggered (such as switching weapons). I am not sure if there is a similar script to use as a base for this idea. It's been a long time. Hope this helps.

Edit: I did not see at first that this post was from July of last year.
Title: Re: Have a question about Modding? Ask Here!
Post by: Checkers on February 28, 2021, 09:15:37 pm
Hello! I wanted to ask why it isn't / how it could be possible to add new factions to Napoleonic Wars.
I tried adding one but it calls it "kingdoms_end" instead of my given string yet it still adds the units to the rooster.

Thanks in advance for pointing me towards an answer or helping me understand :)
Title: Re: Have a question about Modding? Ask Here!
Post by: Hinanawi on March 03, 2021, 11:37:24 am
How to create a new cannon?
Title: Re: Have a question about Modding? Ask Here!
Post by: Hinanawi on April 07, 2021, 06:19:48 am
How to apply a function that admin can set players' view. Like force players stick to team members' view, but admin has free view also can decide which player can has what kind of view? What opercode I can use or how to apply it? Please help.
Title: Re: Have a question about Modding? Ask Here!
Post by: wesleykuhn on June 14, 2021, 04:30:08 am
Hello friends! I'm working on a project where I'm merging NW with PW (Persistent World). Because of the complexity, I'm migrating NW to the PW source code. I don't wanna players, without the NW bought, playing this mod, because it's illegal (I'm using all the resources, sounds, musics, etc, of NW). My question is: Is there some mechanism on the NW where it checks if the player own the mod? I saw that there's a installer maker with the source files. Does this installer maker generate this key validation?

Many thanks, for the attention!
Title: Re: Have a question about Modding? Ask Here!
Post by: Woeski on June 19, 2021, 10:40:58 pm
Hello friends! I'm working on a project where I'm merging NW with PW (Persistent World). Because of the complexity, I'm migrating NW to the PW source code. I don't wanna players, without the NW bought, playing this mod, because it's illegal (I'm using all the resources, sounds, musics, etc, of NW). My question is: Is there some mechanism on the NW where it checks if the player own the mod? I saw that there's a installer maker with the source files. Does this installer maker generate this key validation?

Many thanks, for the attention!

Yes you have to use the official installer files and they check the key, however I can't really find them at the moment.

Hello! I wanted to ask why it isn't / how it could be possible to add new factions to Napoleonic Wars.
I tried adding one but it calls it "kingdoms_end" instead of my given string yet it still adds the units to the rooster.

Thanks in advance for pointing me towards an answer or helping me understand :)

This might be helpful.
http://forums.taleworlds.com/index.php/topic,116286.0.html
Title: Re: Have a question about Modding? Ask Here!
Post by: Coldstreamer on June 21, 2021, 03:40:10 pm
I seem have to missed something here.  For the grenadier unit here, it has Vistula pants attached to it?  But I don't want those, I want the custom ones you can see in the darker colour behind it.  See the image below, any help is welcome.  I've tried to see if I can remove the pants, but can't find where to do that..  Also, I've noticed the uniforms are "glowing", like they don't have shaders, any help is welcome here!

(https://steamuserimages-a.akamaihd.net/ugc/1711912631076235807/F25D98C6D13B13D781F2EC7F7510609899593BB5/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false)
Title: Re: Have a question about Modding? Ask Here!
Post by: wesleykuhn on June 23, 2021, 01:59:37 pm
Hello friends! I'm working on a project where I'm merging NW with PW (Persistent World). Because of the complexity, I'm migrating NW to the PW source code. I don't wanna players, without the NW bought, playing this mod, because it's illegal (I'm using all the resources, sounds, musics, etc, of NW). My question is: Is there some mechanism on the NW where it checks if the player own the mod? I saw that there's a installer maker with the source files. Does this installer maker generate this key validation?

Many thanks, for the attention!

Yes you have to use the official installer files and they check the key, however I can't really find them at the moment.

Hello! I wanted to ask why it isn't / how it could be possible to add new factions to Napoleonic Wars.
I tried adding one but it calls it "kingdoms_end" instead of my given string yet it still adds the units to the rooster.

Thanks in advance for pointing me towards an answer or helping me understand :)

This might be helpful.
http://forums.taleworlds.com/index.php/topic,116286.0.html

Thank you very much my friend!!
Title: Re: Have a question about Modding? Ask Here!
Post by: Doguereau on March 31, 2022, 10:12:16 am
i got a skin pack but the artillery is unusable when we use it even on random maps
Title: Re: Have a question about Modding? Ask Here!
Post by: jediknightnapoleon on January 20, 2024, 03:12:11 am
Hi all, I'm new to modding but I'm interested in adding a square formation (hollow or solid) for the commander battle mode in NW. If anyone can give me any idea that would be greatly appreciated.