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Thread: Battle model comments

  1. #1
    JuL14n's Avatar Sōkō yumi
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    Default Battle model comments

    I wrote a small tutorial in a thread and I thought that it could be good to
    put it here as well.
    -------------------------------------

    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:
    Code:
    body
    body_01
    0
    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.)
    Spoiler Alert, click show to read: 
    Code:
    If you want for example archers to have their sword hilted,
    you must duplicate the sword model and move one of them to the hilt and 
    assign the model to pelvis, and the comment should look like:
    
    primaryactive0
    sword_01      
    0
    
    and for the sword in their hand, when they switch from bow to secondaryweapon (sword):
    
    secondaryactive0
    sword_01
    0
    
    
    the hilted sword will then be removed from the hilt, and the sword will be in their hand, when
    the archers go in to close-combat.
    
    Shields can be set up the same way.




    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...






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

    If anything is wrong correct me.
    If there is anything you want to add just go ahead and tell me.
    Last edited by JuL14n; January 08, 2010 at 05:34 PM.

  2. #2
    Huene's Avatar Aimless Wanderer
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    Default Re: Battle model comments

    good call, we definitly needed this tut!

  3. #3
    Theodotos I's Avatar Remember Calvin
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    Default Re: Battle model comments

    Very nice.
    Visit my website to see the new video trailer for counterterrorism thriller Pandora's Grave. www.stephenwrites.com

    Son of PW

  4. #4
    Jaguar Paw's Avatar Sōkō no yari
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    Default Re: Battle model comments

    Just came across this tut, good work. I am definitely going to try a unit with two melee weapons.
    Member: The Frontier. Researcher, Skinner, and Modeler.












    Member: The Frontier Researcher

  5. #5
    Moneybags14's Avatar Ishiyumi no shashu
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    Default Re: Battle model comments

    Very useful tutorial here! I experimented with comments and I got my javelin units to have axes on their backs while they are throwing the javelins, and when they enter into melee the axe on the back is removed and enters their hand as secondaryactive0. You can do some many combinations with primaryactive0/secondaryactive0!

  6. #6
    johnwhile's Avatar Taihō no heishi
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    Default Re: Battle model comments

    Quote Originally Posted by JuL14n View Post
    Code:
    to mix the unit with both shields and men without shields:
    
    primaryactive0
    shield_01
    1
    And for weapons
    Hi, i tested some combination about "mix boolean value 0/1 or (false/true in the file)", you can read this post and add more info: http://www.twcenter.net/forums/showt...2#post10060192
    Forums:............freeforumzone - mtwitalia - twcenter
    Works:.....worldcollision file - ModelReferencePoints files - MaxScript Building Editor
    Other:.............siege-engine(video) - new-animations(video) - buildings
    Have to take the money where it is: at the poor. They have little, but they are many. Alphonse Allais

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