This is posted in response to a request from my recent single click eye candy post.
It contains a bunch of stuff that people may find useful - 18 variations (incl. 3 sizes) of the tamarisk tree in two new units tree fangorn and trees lothlorien, 54 terrains, some additional forest and cliff types.
You will need to install manually, by moving the models, textures, anims to their corresponding folders. You will then need to add to protox details into your own protox (if vanilla has the tamarisk tree it will work ok). If you have made any changes to the forest.xmb or cliffs.xmb, you will also need to cut and paste accordingly.
Truly this would make it MUCH easier for me and maybe for some other people, but some people may not know exactly where to put every file (even though it may scream it out loud where to go) so i give it a 4.5 great work!plus i don't know what to do with protox details
i love it by just reading it. :P but i don't know what to do with the protox details, i don't know what you mean, how do i make it into a protox?other than that maybe you can add other kinds of eyecandy like a sideways trojan gate (up and down) that opens and works like a normal one, then i won't haveto move it so perfectly every time
[Edited on 11/05/08 @ 10:17 AM]
Stephen Caines File Author
Posted on 11/05/08 @ 06:14 PM
@demigodseer - thanks for the review. For the proto(x) details. They would need to be added at the end of your proto(x).xml file depending on whether you are playing AoM, or AoM:TT).
The numerical values for unit id, dbid used in the details I provided will need to be change to be +1 from the last ones defined in your current version.
If you haven't modded these files before, the new units would would use 801 and 2848 (and 802, 2849) in the protox.xml, and 623 and 2653 (and 624, 2654) in the proto.xml.
The displaynameid and editornameid need to be changed to a reference in your (x)packlanguage.dll file (if you use this). If you don't use a customised language file you can just use **** (four astericks) for the displaynameid and delete the line for editornameid. In the Editor they will then be displayed as ****unitname.