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Thread: Python converter for .variant_weighted_mesh model

  1. #141
    KnightErrant's Avatar Decanus
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    Default Re: Python converter for .variant_weighted_mesh model

    Oops, was in a rush. Forgot to explain about the comments. After all the regular meshes are done,
    there are six floats that represent the bounds of the model. These are stored in the model comment
    like:

    Code:
    -9.15864086151
    -4.47007894516
    -32.6624908447
    9.1368560791
    18.3717212677
    29.4330806732
    from the steam_frigate.

    Every regular mesh (not the two bow meshes) has some texture strings and shader settings; these
    are stored in the group comments like:

    Code:
    +5.40639114  +5.88479376 -14.55743027  +2.33441615
    damage
    120 86 52 18
    4
    damage_panel_99
    DAMAGE_PANEL_3_diffuse
    DAMAGE_PANEL_3_normal
    DAMAGE_PANEL_3_gloss_map
    HULL_STEAM_FRIGATE_AO
    13
    light_scale   +1.5000000
    offsetu0   +0.0000000
    offsetv0   +0.0000000
    bumpfactor   +1.0000000
    specpower   +2.0000000
    specbrightness   +1.5000000
    specularfresnelpower   +0.0100000
    glossfactor   +1.0000000
    fresnelpower   +4.0000000
    reflect_factor   +1.0000000
    ambientfactor   +0.6000000
    rimoffset   +0.0000000
    rimpower  +10.0000000
    3
    colourmapfactor  +0.25882354  +0.39607847  +0.56078434  +0.00000000
    specfactor  +1.00000000  +1.00000000  +1.00000000  +1.00000000
    rimcolor  +0.14000002  +0.16000001  +0.18000002  +1.00000000
    3 1
    The very first line are the four floats that appear between the vertex section and the triangle section.
    All the other stuff are the strings and values that appear in the header for a given mesh.

    The groups just have made up names: group1, group2, etc. The very last two groups are the
    bow meshes. They don't have comments. They seem to always have 40 vertices so I was able
    to hard code the (apparently) constant three float values that go with each bow mesh vertex.

  2. #142

    Default Re: Python converter for .variant_weighted_mesh model

    Good news ... Do you know how important it is for me!Thanks very much.......... You will see a more exciting world! ^-^!
    Last edited by shi98918; September 13, 2009 at 12:46 PM.

  3. #143
    KnightErrant's Avatar Decanus
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    Default Re: Python converter for .variant_weighted_mesh model

    Thanks for the feedback shi98918,

    Hope it proves useful. But I think SigniferOne was right, there
    just isn't much interest in modding the models themselves in
    ETW The converters are there for anyone interested, and please
    feel free to mod the code anyway you see fit and re-release it.
    I'll check back a little but I'm going to go back to M2TW which
    has a lively community for modelling, settlements in particular,
    and see what I can do there.

    Cheers,

    KE

  4. #144

    Default Re: Python converter for .variant_weighted_mesh model

    Quote Originally Posted by KnightErrant View Post
    Thanks for the feedback shi98918,

    Hope it proves useful. But I think SigniferOne was right, there
    just isn't much interest in modding the models themselves in
    ETW The converters are there for anyone interested, and please
    feel free to mod the code anyway you see fit and re-release it.
    I'll check back a little but I'm going to go back to M2TW which
    has a lively community for modelling, settlements in particular,
    and see what I can do there.

    Cheers,

    KE

    I think I understand what you mean,the models is only part of the system 。
    I am also working on other projects.. Example :Effects of war Is my first attempt,
    All the people will experience different results! I was not just a graphics production staff ,
    Important thing is thinking.. The models is only part of the system But still it is important..
    ETW has a very good engine!We should all be continuously improved...

  5. #145

    Default Re: Python converter for .variant_weighted_mesh model

    Quote Originally Posted by KnightErrant View Post
    I'll check back a little but I'm going to go back to M2TW which
    has a lively community for modelling, settlements in particular,
    and see what I can do there.

    Cheers,

    KE
    That's a serious bummer, man.

    I was hoping you'd be able to figure out ships, which I've always said was in more urgent need of new models/cannon defines than any other modelling aspect of the game.

    Regardless, I really appreciate the work you've done so far, and hope you'll come back soon.
    Every day takes figuring out all over again how to live.

  6. #146

    Default Re: Python converter for .variant_weighted_mesh model

    Small problem with the new .rigid_model converter: it won't convert projectile .rigid_models. It won't take them at all...

  7. #147
    KnightErrant's Avatar Decanus
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    Default Re: Python converter for .variant_weighted_mesh model

    @A1_Unit,

    Arrgh, I'm such a waffler on this. Ok, rigid_models are really small, projectiles probably even smaller.
    Can you upload an example of a projectile .rigid_model file that won't convert? Hopefully it's just a
    small difference somewhere that can quickly be resolved. The uvs are probably still all over the place
    but the geometry should still convert.

    KE

  8. #148

    Default Re: Python converter for .variant_weighted_mesh model

    Here are the 2 I've tried. My problem is that the script doesn't seem to start working on converting (nothing ever appears in the command prompt) and all I get is an empty text document after a long wait...

  9. #149
    danova's Avatar Protector Domesticus
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    Default Re: Python converter for .variant_weighted_mesh model

    Quote Originally Posted by Birdofilo View Post
    Could you write a small tutorial about how to merge elements of two different models to create a new one?
    Sorry but my english is a little poor to make a tutorialst. And mostly weak to answer the questions.

    That is the way I make the model variations:
    (Let's say that there is hat which is used by another unit and I want to give this hat to another unit)

    1. Find the unit which have the hat I want to use.
    2. I make a copy.
    3. I convert to ms3d file.
    4. I open it in Milk.
    5. I erase each and every element from the group and I leave only the hat.
    6. Export / object file format
    7. I look for the unit which will have the new hat.
    8. Make a copy of the unit.
    9. Convert to ms3d file.
    10. Open it in Milk.
    11. Import / obeject file ( export into the former hat object)
    12. I put it into the right place, move, make distortion everything what is necessary.
    13. Copy the name of the older hat (the name of the hat I will not use)
    14. Delete the old hat.
    15. Rename the new hat for the old hat's name.
    ( I'm not sure if it is necessary but sometimes there are groups and elements which is not used in the game. I think a command or code determine what is used from the groups. Or I just misunderstood something.)
    16. Do the necessary attaches under joint. From joining:
    Spoiler Alert, click show to read: 
    As far as I know you have to export the hat in wavefront obj format. (It is a simple standard OBJ format.) You will use it when import into the newunit.

    If the new hat is in the game there are four more steps:
    - set the size and place of the hat
    - delete the unnecessary file from the material part (Figures and Attachments). The first two have to be (Figure and Attachment).
    - mark the new hat with the select to make it active. Go to material and assign to Figure materials. When you check it the element will be part of the Figure skin and you can see the skin in the texture coordinator.
    - to attach to the body skeleton you have to go to the join. Find the head bone. Than go to group and select the hat. (be aware that only the hat has to be selected and nothing else). Than go back to Join and click on upper Assign button.
    If you don't click nowhere else than the hat will be attached to the head.
    (To attach other elements can be a little more difficult process because you have to attach to many other bones. )

    This part is the in the empire as in the Medieval. If something is not clear find the milk tutorilas on the forum.

    17. Delete the materials which were made by the imported object( the unnecessary second Figure and Attachments)
    18. Set in texture where the hat goes. ( I have already made the skin which have the skin of the transported hat)
    19. Save.
    20. Convert to mesh.

    I need to give the element to the load levels.

    21. Make a copy from the ms3D file from step 19.
    22. Delete all the elements except the new hat.
    23. Export / object file format ( now I have a hat with correct size, name, location and skin position.)
    24. Convert the 3 rest Lod levels into ms3D file.
    25. Open them in Milk.
    26. Delete the old hat.
    27. Import / obeject file ( the new hat)
    28. Make the attaches under joint.
    29. Delete the materials which were made by the imported object( the unnecessary second Figure and Attachments)
    (30. Simplify the object. Optional! Import the Lod level hat.)
    31. Save
    32. Convert back to mesh.
    33. Do it with each and every load level.

    This is my working method. I'm sure that there are a lot of professional who make it in a better way. This is my way of work, and if someone has better solution please write new tutorials...

    ------------------------------

    I would like to take the chance and ask something. I now it is not a question of the topic but maybe someone pay attention.

    Does anyone know how to make a historical battle? Is there any custom battle where the natinos and units are already defined? I don't want to make a map. The aim is to have a new historical battle on the existing battle map. Is it possible?

    .
    Last edited by danova; October 03, 2009 at 09:07 AM.

  10. #150

    Default Re: Python converter for .variant_weighted_mesh model

    Quote Originally Posted by danova View Post
    Spoiler Alert, click show to read: 

    That is the way I make the model variations:
    (Let's say that there is hat which is used by another unit and I want to give this hat to another unit)
    1. Find the unit which have the hat I want to use.
    2. I make a copy.
    3. I convert to ms3d file.
    4. I open it in Milk.
    5. I erase each and every element from the group and I leave only the hat.
    6. Export / object file format
    7. I look for the unit which will have the new hat.
    8. Make a copy of the unit.
    9. Convert to ms3d file.
    10. Open it in Milk.
    11. Import / obeject file ( export into the former hat object)
    12. I put it into the right place, move, make distortion everything what is necessary.
    13. Copy the name of the older hat (the name of the hat I will not use)
    14. Delete the old hat.
    15. Rename the new hat for the old hat's name.
    ( I'm not sure if it is necessary but sometimes there are groups and elements which is not used in the game. I think a command or code determine what is used from the groups. Or I just misunderstood something.)
    16. Do the necessary attaches under joint.
    17. Delete the materials which were made by the imported object( the unnecessary second Figure and Attachments)
    18. Set in texture where the hat goes. ( I have already made the skin which have the skin of the transported hat)
    19. Save.
    20. Convert to mesh.
    I need to give the element to the load levels.
    21. Make a copy from the ms3D file from step 19.
    22. Delete all the elements except the new hat.
    23. Export / object file format ( now I have a hat with correct size, name, location and skin position.)
    24. Convert the 3 rest Lod levels into ms3D file.
    25. Open them in Milk.
    26. Delete the old hat.
    27. Import / obeject file ( the new hat)
    28. Make the attaches under joint.
    29. Delete the materials which were made by the imported object( the unnecessary second Figure and Attachments)
    (30. Simplify the object. Optional! Import the Lod level hat.)
    31. Save
    32. Convert back to mesh.
    33. Do it with each and every load level.
    This is my working method. I'm sure that there are a lot of professional who make it in a better way. This is my way of work, and if someone has better solution please write new tutorials...
    Thanks !!! Now I'm going to try to create a new model .
    You deserve a rep+ .

  11. #151

    Default Re: Python converter for .variant_weighted_mesh model

    is it possible to add feather to hat , to add cloak to soldier and remove some parts from clothes?

    also want to ask if it is possible to make square shields or add to the game by this conventer?

  12. #152

    Default Re: Python converter for .variant_weighted_mesh model

    Quote Originally Posted by AmiR TimuR View Post
    is it possible to add feather to hat , to add cloak to soldier and remove some parts from clothes?

    also want to ask if it is possible to make square shields or add to the game by this conventer?

    Yes to all. First is easy, second might be tricky, third is medicore, fourth should be easy if you start off from a shieldbearing unit.

  13. #153
    Skyline Pete's Avatar Senator
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    Default Re: Python converter for .variant_weighted_mesh model

    I'm very much looking foward to the work you guys will be able to pull off with this tool.

  14. #154

    Default Re: Python converter for .variant_weighted_mesh model

    Weapons are located in equipment VWM, it is located with the men. This is an unusual VWM, as it doesn't have any weighted meshes in side, only rigid meshes. If you want to edit weapons you probably have to send that file to KnightErrant so he can make it work.

    The UVs wrap, but I forgot which way, DirectX supports two ways, for values of 0 to 3 the one is 0 - 1, 0 - 1, 0 - 1 and the other 0 - 1, 1 - 0, 0 - 1. My converter to .x handles naval models and the viewer I posted applies textures correctly, so you can visually compare with your model to see which way it is (also most 3d editors support texture wrapping, so enable that if possible so you don't have to modify the UVs themselves).

    For the Bow Wave meshes you don't have to guess how many vertices there are, the uint32 before the meshes indicates the number of vertices, just like with every other type of mesh. They have normal xyz as well, not just position xyz.

    Many of the meshes in the naval models are only visible when a ship is damaged, so if you are modding a ship take care to also mod the damage panels (similar to how VWM have multiple parts like 4 heads, but units only show one head at a time)
    Last edited by just; September 16, 2009 at 12:04 PM.

  15. #155
    KnightErrant's Avatar Decanus
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    Default Re: Python converter for .variant_weighted_mesh model

    @just,

    Wow, thank you for reappearing. All of us are greatly indebted for all your outstanding contributions
    to the community, I'm particularly grateful for your detailed (and documented very nicely) file formats
    for all these models. I know you have spoken of your interest in these models but just lack the time
    for these issues (I well understand that), but if you can make the time to work, as is possible, some of
    them, it would be a huge help to the community. I'm a big fan, would be happy to help in any way possible
    with this. Please let us know what your interest is, and what you most want to do; I've just been an
    interloper on the human models, and lately the rigid_models and the rigid_naval_models.

    Cheers,

    KE

  16. #156

    Default Re: Python converter for .variant_weighted_mesh model

    @Just
    Weapons are located in equipment VWM, it is located with the men
    can you specify in which folder you found the weapons meshes, I wasn't able to locate the pack
    cheers

  17. #157

    Default Re: Python converter for .variant_weighted_mesh model

    outstanding work...................

    Salute you........

    Spoiler Alert, click show to read: 


    Spoiler Alert, click show to read: 
    Last edited by Astaroth; September 17, 2009 at 11:26 AM. Reason: spoiler added

  18. #158
    danova's Avatar Protector Domesticus
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    Default Re: Python converter for .variant_weighted_mesh model

    KnightErrant! Do you plan continueing the converter? I'm interested in import when the file contains the element's correct joints of the skeleton.
    I don't want to make you hurry because if it is only a few weeks than I can wait. But if it is more than a few weeks I will make some bigger changes on the models.
    It is so long to joint a head or a leg....
    .

  19. #159

    Default Re: Python converter for .variant_weighted_mesh model

    The weapons are in models.pack unitmodels\euro_equipment.variant_weighted_mesh

    All the model formats except the weighted meshes are very similar, if you have support for naval models it should be trivial to add support for rigid model or any other.

  20. #160

    Default Re: Python converter for .variant_weighted_mesh model

    Quote Originally Posted by just View Post
    The weapons are in models.pack unitmodels\euro_equipment.variant_weighted_mesh

    All the model formats except the weighted meshes are very similar, if you have support for naval models it should be trivial to add support for rigid model or any other.

    Any idea what the problem with the rigid model uvw mapping problem could be KE ran into?

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