I wrote a small tutorial in a thread and I thought that it could be good to
put it here as well.
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For a battlemodel there are 2 kinds of comments: group-comments and boundingsphere-comment.
Joints and textures doesn't necessary need any comments.
And all the comments is needed when M2TW puts men and units together.
If any comment is missing the unit could possibly get jesus-syndrome or any other
strange bug/error.
How a normal group comment should look like:
How it works (most important!) :
Code:
body = Group-ID, when M2TW is putting men together from e mesh file, it reads through all the id's, and picks one of every group-ID randomly for every man in a unit. example. "body, primary_active0, secondary_active_0, head, legs, arms"
body_01 = The name of the group in the modelprogram, it must be there to be identified.
0 = all men who M2TW has selected body_01 for will get that group/model, also tap enter 1 time to get an empty line after this.
Code:
In the next body-group-comment:
body
body_02
0
Code:
If you name it:
body_02
body_02
0
The men will be bugged and use 2 bodies at the same time.
Code:
to mix the unit with both shields and men without shields:
primaryactive0
shield_01
1
And for weapons 
Code:
group-comment of a Knights polearm:
primaryactive0
polearm_01
0
And for his sword:
secondaryactive0
sword_01
0
Code:
And yes, the model-id doesn't necessary need to be
primary/secondaryactive0 for weapons, if you use:
sword
sword01
0
the sword will always be in the soldiers hands.
Code:
primaryactive0 = when m2tw stumbles upon this, it only makes the model visible when the primary weapon is active, this is needed for archers and cavalry with bow or lance set as primary, or melee units with 2 kinds of melee weapons.
Code:
secondaryactive0 = same as the before, but instead the model is only visible when the unit uses secondary weapon. Swords and shields for archers should have this group-id, and swords for cavalry with lances.
Optionals
Hilted sword, (credits to Taro_m who learned me this in the first place.)
And lastly:
a group-id can be named whatever you want (for example. ajkgpjaspogjps), m2tw will always identify it.
the group-name comment must always be the same as the group-name
and always 0 as long as it will not bug up the model ingame. (1 can be used for helmets if the unit has full-head models, and also for shields)
And all groups must have comments for the model to work ingame.
I don't know how to set up bounding-sphere comments I usually take them from similar units,
this is from a timurid(spelling?) spearman
Code:
-0.0848513767123
0.377890795469
0.128739133477
1.40448284149
/
you can find it under the model-tab and then the comment button in ms3d.
Don't know about 3D's max...
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If anything is wrong correct me.
If there is anything you want to add just go ahead and tell me.