Well unfortunately I keep getting "integer out of range" errors when converting back to mesh. I am using v 1.3 of KE converter, but I realised until a few minutes ago I was using V1.00.
I have attached the model below in case you can tell me what I'm doing wrong. I've also attached the two models I was trying to merge (originalmodels.rar)
Last edited by Geronimo2006; October 07, 2015 at 02:48 AM.
Colonialism 1600AD - 2016 Modding Awards for "Compilations and Overhauls".
Core i7 2600 @ 3.4ghz - NVIDIA GTX950 2GB
Colonialism 1600 AD blog
Looking at your body.ms3d file :
- several joints are unassigned :
Clicking on Un|Assigned will show them- skeleton is corrupted :
The joint list doesn't fit with what I wrote in the post above.
Weapon1, 2, 3 joints are missing.
Brow joint is missing (I suppose the one at the bottom of the list belong to skeleton "B")
Jaw joint is missing (I suppose the one at the bottom of the list belong to skeleton "B")- vertex weights are corrupted
When selecting Hips and then Show + Select, no joint are assigned
I suppose you have delted the wrong joint or not reassign vertex weights before deleting joint.
Thanks I will try it out.I see from the screenshots you are using MS 1.8.2. Are you sure all of this applies to 1.8.5. which I am using? In particular the "Show" button here is not in 1.8.5. I have attached a image called "screenshot" to show you what that screen looks like in 1.8.5.
Edit: I have just merged two models. I have clicked on the joint "Righthandmiddle2" in the bottom joint list. I clicked SelAssigned and the entire model lights up as blue. I then select Righthandmiddle2 from the first vertex drop down menu and click assign. The screenshot attached below then appears.
On the other hand, if I pick a joint from the upper list, I don't see that error message on the screen.
I have attached the original models I am using, and the progress with the merged model so far. I don't know where to go from here. Could you explain and use screenshots for each step?
The original models are euro_hussars (from the original ETW game) and the model 1600_Dutch_late_pikeman from my mod Colonailaism 1600AD (a model which uanime5 made). I deleted the groups cointaining the head and hat from the euro_hussar model and deleted the body from the pikeman and merged. But then I cant go any further.
I don't understand the assignment process so could you be more specific?
For example when we assign to a vertex, are we supposed to select a vertex using the selection square i.e. holding down the left mouse button and moving the mouse onto one, or are we supposed to select a vertex from a list?
Last edited by Geronimo2006; October 08, 2015 at 09:41 AM.
Colonialism 1600AD - 2016 Modding Awards for "Compilations and Overhauls".
Core i7 2600 @ 3.4ghz - NVIDIA GTX950 2GB
Colonialism 1600 AD blog
Also how do we deal with the Tail joint? It doesn't seem.to have vertices when I merge models.
And if a joint in the lower model joint list .has no vertices do I still need to assign it to a joint of the same name in the upper model joint list?
Last edited by Geronimo2006; October 09, 2015 at 11:04 AM.
Colonialism 1600AD - 2016 Modding Awards for "Compilations and Overhauls".
Core i7 2600 @ 3.4ghz - NVIDIA GTX950 2GB
Colonialism 1600 AD blog
The TAIL joint is used for cavalrymen.
It is used to show clothes "on" the saddle.
Example :
1. 2.
1. without using TAIL
2. using TAIL
If the cavalry unit is granted with "dismounting" ability, it is better to not assign vertex to TAIL as unit animation on foot could look weird.
What causes this problem? I don't see it in Milkshape 3d but I do in Ultimate Unwrap. I saw it when a previous version of the model so I assumed the issue was vertex weights. So I went through them making sure they added up to 100 where applicable. Then I reconverted to mesh and opened in Ultimate Unwrap.
Ive attached screenshot and the model below.
Colonialism 1600AD - 2016 Modding Awards for "Compilations and Overhauls".
Core i7 2600 @ 3.4ghz - NVIDIA GTX950 2GB
Colonialism 1600 AD blog
This is cause by wrong vertex weights.
Quickly checking model, some vertex weights are wrong : the sums of vertex weights assigned to the 2 joints is not equal to 100
This problem can happen when using the "Adjust other weights".
To correct vertex weights, you will have :
- assign a 3rd joint to be able to delete weight assigned to the 4th one
- correct vertex weights
- unassign 4th and 3rd joint (assigned to "none"
After the website went down yesterday I experimented with changing the numbers in the weight bars so the coloured ones added up to 100. When I tested in game. after fixing the textures in photoshop, I found the only real problem is legs showing up through the coat during walking/running/firing. How do I resolve that? Is it related to the weights issue?
Colonialism 1600AD - 2016 Modding Awards for "Compilations and Overhauls".
Core i7 2600 @ 3.4ghz - NVIDIA GTX950 2GB
Colonialism 1600 AD blog
Generally, modder must "optimize" vertex weights after merging models.
When using originals vertex weights from two different models, the result is often "weird" behaviour when playing animation.
The process to optimize vertex weights is quite "simple", but often boring :
- Play an animation in UU3D and check "weird" behaviour
- Tweak vertex weights in MilkShape
- Go to 1 and repeat the process up until being satisfied with the result
An other method is to "manually animate" the model in MilkShape to check how it react to deformations.
I think the "best" method to reassign "skin" (eg. vertex weights) is to use 3ds max as explained here : [Tutorial] [+ Video] How to re-use Rome 2's vanilla weights
But it means you need to use Ultimate Unwrap 3D.
I have the trial version of Ultimate Unwrap. I'll save up for the full version.
Ive attached below the model as I edited the weights for it overnight when the website was down and attached screenshots of it with the edited texture.
Spoiler Alert, click show to read:
Last edited by Geronimo2006; October 12, 2015 at 04:16 AM.
Colonialism 1600AD - 2016 Modding Awards for "Compilations and Overhauls".
Core i7 2600 @ 3.4ghz - NVIDIA GTX950 2GB
Colonialism 1600 AD blog
So I have a question, been searching through the thread here... has anyone added weapons to Empire euro_equip.variant_weighted_mesh?
My question right now really deals with the euro-equip for Napoleon which is used by the naval crews. I wanted to add my polearms and my new guns to the naval brews for my Fantasy mod. I struggled with this for several weeks, as there is a seamusket in the mesh for NTW, but it is not used by the naval crew models. I plan to do this in my Fantasy Empire mod as well.
The NTW naval crew models refer to the unitmodels/euro-equip mesh. I was able to get the euro_spontoons and euro-spears into the naval crews hands just by adding the models to the equipment_items and into the generic naval themes tables (see in game proof from by image). I want to replace these weapons with ones I have made for the NTW mesh. The only thing holding me back seems to be joint/bone/assignments.
The new weapons i brought in when i try to save as in UU3D, still keep saying there are some models assigned to two vertices. Which i bet i have missed something. I have gone back cleared those extra bone assignment (in this case its Hips), and made sure the new weapons were assigned to Weapon1. Also, just to be safe, the new weapons i brought in I just renamed them for now as the old weapons they were replacing, spontoons, spears, and seamusket.
I will keep at it, but i am sure there is something messed up with my workflow concerning the vertex assignments.
NTW crew with spontoons and spears
P.S. - as I continue, I have discovered that the bone/vertex weights in that particular euro_equip are all screwed up... so going back and starting with a fresh euro_equip... again... and being more careful this time.
Last edited by Andromachos; July 04, 2016 at 11:49 AM.
OK, update:
I have gone back through the euro-equipment mesh item by item and check bone assignments, and vertices are assigned to only one bone. The new mesh I brought it did not have a skeleton assigned to it, as it was NTW equipment mesh...
I found on this thread http://www.twcenter.net/forums/showt...0#post15043800 - something about using the directX Mesh tools to eliminate this issue but i have no idea how to use it. Any help is greatly appreciated. Thanks
Appears my previous problems have been resolved... just adding link here for future reference.
Make sure to use MilkShape 1.8.4 as opposed to 1.8.5 beta... and clear your vertex weights from new meshes being imported.
http://www.twcenter.net/forums/showt...4#post15049804