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Thread: Be a Modder: Doctoring of Medieval 2 units.

  1. #421
    irishron's Avatar Shogun
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    Default Re: Be a Modder: Doctoring of Medieval 2 units.

    Buy it.

  2. #422
    euskingc's Avatar Sukauto
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    Default Re: Be a Modder: Doctoring of Medieval 2 units.

    Having a major issue. I'm playing around with some DaC units (third age submod, I hope they don't mind!) trying to get a spearmen unit to become a swordsman unit.

    They're holding their sword and shield arms stiff as a corpse out to the sides, kind of like they're all shouting "I'm flying Jack!" or whatever that line was from that movie.

    As you can see the textures turned out fine.
    Now some details:

    I tried with both milkshake 3d 1.85 beta and 1.84. Same result.
    Tried removing only the primary (or secondary?) weapon (spear) from the almost identical mounted knight mesh file, leaving a the sword and shield for weapons, and just using that model minus the spear without even having to merge anything. Same result.
    Tried removing the spear from the spearman and adding the sword from the knight. Same result
    Tried removing both the spear and shield from the spearman and adding the sword and shield from the knight. Same result.
    Tried removing the spear from the spearman and adding a sword from a completely different unit. Same result.
    Tried several different animations. No matter which animation I used in the battle_models file, I had the same result.
    Still have the arms straight out. Arms are still stiff as a corpse.

    I'm running out of ideas here. Anyone know what I'm doing wrong?
    Could it have anything to do with the fact that the sword weapon is coming from a model with two weapons? Or am I having an incredibly obvious oversight?



    RESOLVED:

    In the resulting model the comment field for the sword group was totally blank. If I had changed both sword and shield in my final version i guess id have had to check the shield too.

    just added in the following:

    primaryactive0
    sword_1
    0

    to the sword_1 group's comment field.
    I'd still like to understand the relation between groups, bones, and vertices though. Anyone know a good tutorial for that?

    was this in the tutorial and i just missed it somehow? or should it be added in?
    Attached Thumbnails Attached Thumbnails Click image for larger version. 

Name:	swan knights.jpg 
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ID:	216743  
    Last edited by euskingc; April 16, 2012 at 04:44 AM.

  3. #423
    wicked_lester's Avatar Kabe difendā
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    Default Re: Be a Modder: Doctoring of Medieval 2 units.

    Hi iīm trying to give the battle ready dunedain from third age a sword and shield instead of the claymore. i followed the tutorial to the letter but ended up with the units being distorted. Did i miss something or is there a setting in ms3d that needs to be active or somethinh like that.

    http://imageshack.us/f/546/dunedain.jpg/

  4. #424
    wicked_lester's Avatar Kabe difendā
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    Default Re: Be a Modder: Doctoring of Medieval 2 units.

    nevermind fixed it myself. Problem was with ms3d 1.8.5 beta, changed to 1.8.4 and it worked perfectly.

  5. #425
    Eothese's Avatar Author
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    Default Re: Be a Modder: Doctoring of Medieval 2 units.

    Perhaps an edit for the first page is due, in large letters, as this is not the first case of the latest MS being to blame...

  6. #426
    Kokito's Avatar Yari-hei
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    Default Re: Be a Modder: Doctoring of Medieval 2 units.

    Hi there Iīm trying to add a new unit from RTW to MTWII into the IBII mod, quite complicated it seems. Iīm having a CTD and not even the log works so I donīt know whatīs wrong could somebody take a look at this?

    The unit is "Fianna"

    22 serialization::archive 3 0 0 0 0 133 0 0 (I have add one more)

    Further down...

    6 Fianna
    1 4
    45 unit_models/_Units/Mongo/ATW_fianna_lod0.mesh 121
    45 unit_models/_Units/Mongo/ATW_fianna_lod0.mesh 900
    45 unit_models/_Units/Mongo/ATW_fianna_lod0.mesh 2500
    45 unit_models/_Units/Mongo/ATW_fianna_lod0.mesh 6400
    2
    5 milan
    52 unit_models/_Units/Mongo/textures/ATW_Fianna.texture
    52 unit_models/_Units/Mongo/textures/ATW_Fianna.texture
    49 unit_sprites/england_Dummy_EN_Spearmen_sprite.spr
    5 slave
    52 unit_models/_Units/Mongo/textures/ATW_Fianna.texture
    52 unit_models/_Units/Mongo/textures/ATW_Fianna.texture
    47 unit_sprites/slave_Dummy_EN_Spearmen_sprite.spr
    2
    5 milan
    45 unit_models/AttachmentSets/ATW_Fianna.texture (Thereīs no special shield texture for it, just the converted "texture" file. What could be done?)
    45 unit_models/AttachmentSets/ATW_Fianna.texture 0
    5 slave
    45 unit_models/AttachmentSets/ATW_Fianna.texture
    45 unit_models/AttachmentSets/ATW_Fianna.texture 0
    1
    4 None
    17 MTW2_Fast_Javelin
    15 MTW2_Fast_Spear 2
    20 MTW2_Javelin_primary
    14 fs_test_shield 2
    18 MTW2_Spear_primary
    14 fs_test_shield
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002

    Thanks in advance to those to give a hand...or two!
    Attached Files Attached Files

  7. #427
    Ishan's Avatar At your service!
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    Default Re: Be a Modder: Doctoring of Medieval 2 units.

    Thanks Eothese i have added the info & suggested to download only v1.8.4.
    @Kokito
    There is a tutorial for using RTW units in M2TW, please post in that thread instead. Btw RTW models are .CAS files so you would be getting only one mesh file so you can do this instead to simplify it:
    Code:
    1 1 
    45 unit_models/_Units/Mongo/ATW_fianna_lod0.mesh 6400
    Last edited by Ishan; April 23, 2012 at 10:55 PM.

  8. #428
    Kokito's Avatar Yari-hei
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    Default Re: Be a Modder: Doctoring of Medieval 2 units.

    I have posted there as well Ishan but no one replies, it seems to be dead, pity I needed the help.

    Thanks for the reply but I still get the CTD problem and in the log says this:

    11:58:15.218 [system.rpt] [always] CPU: SSE2
    11:58:15.250 [system.rpt] [always] ==== system log start, build date: Aug 3 2007 version bld-medieval2-kingdoms-104 (45562) ===
    11:58:15.250 [system.io] [always] mounted pack packs/data_0.pack
    11:58:15.250 [system.io] [always] mounted pack packs/data_1.pack
    11:58:15.265 [system.io] [always] mounted pack packs/data_2.pack
    11:58:15.265 [system.io] [always] mounted pack packs/data_3.pack
    11:58:15.265 [system.io] [always] mounted pack packs/data_4.pack
    11:58:15.265 [system.io] [always] mounted pack packs/localized.pack
    11:59:59.375 [system.rpt] [error] What a mess! Better check the log for errors.
    Closing shop now, better luck next time!

    Iīm sure that is a scripting error anyway thanks again!

  9. #429
    HELLEKIN's Avatar Kirā
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    Default

    hello,need help in this...done the tutorial to merge a helmet in to a unit but for some reason the helmet doesnīt show up...in milksape it appear with the correct texturing but in the game the unit appears without the helmet...how can i solve this?Many thanks in advance

    hello guys?any help?please
    Last edited by Ishan; May 08, 2012 at 10:17 PM. Reason: Double Post
    Homo Homini Lupus

  10. #430
    AnthoniusII's Avatar Μέγαc Dομέστικοc
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    Default Re: Be a Modder: Doctoring of Medieval 2 units.

    Quote Originally Posted by HELLEKIN View Post
    hello guys?any help?please
    What are all helmets comments?
    ALL helmets.
    TGC MOD looks for IWTE tool experts. Find us here.[TGC]

    TGC Pechenegs preview is here.

  11. #431
    HELLEKIN's Avatar Kirā
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    Default Re: Be a Modder: Doctoring of Medieval 2 units.

    hello Anthonius II,thanks for reply,i have only one helmet....and the coments are:
    helm
    helm_02
    0


    (i donīt know if it is important but i assigned the helmet to the head_joint in milkshape)
    i tried merge a helmet in another unit and the same result...in milkshape appears the helmet textured and perfect but after i save and try the unit in game it goes without the helmet...how can i make my helmet appear in the game??many thanks in advance,hope you can help
    Homo Homini Lupus

  12. #432
    Ishan's Avatar At your service!
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    Default Re: Be a Modder: Doctoring of Medieval 2 units.

    Check the alpha channels of your textures or make sure that your helmet is assigned to a bone like bone_head etc.
    And helm_02 should be the name of the group.
    Last edited by Ishan; May 08, 2012 at 10:22 PM.

  13. #433
    HELLEKIN's Avatar Kirā
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    Default Re: Be a Modder: Doctoring of Medieval 2 units.

    checked everything...the same...iīve done a helmet merged in another unit and the same...the unit appears but the helm donīt,can someone help me in this?Many great units arenīt beeing made because of this.hope someone helps.many thanks in advance
    Homo Homini Lupus

  14. #434
    Eothese's Avatar Author
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    Default Re: Be a Modder: Doctoring of Medieval 2 units.

    Quote Originally Posted by HELLEKIN View Post
    checked everything...the same...iīve done a helmet merged in another unit and the same...the unit appears but the helm donīt,can someone help me in this?Many great units arenīt beeing made because of this.hope someone helps.many thanks in advance
    How many material types are there for the model? And how many bone_head's?

  15. #435
    HELLEKIN's Avatar Kirā
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    Default Re: Be a Modder: Doctoring of Medieval 2 units.

    hello Eothese , just one type...for the model and for the attachments...i used both textures from other units to make the texture of the model....done the alpha,the normal....the strange is that the model is ok in the game exept the helmet isnīt there....there is only one bone head....all is normal,i donīt know about the comments and other stuff,iīve never tryed merge helmets...itīs the first time and i realy would like to know how to do to be able to create more unit,hope you help me solve this,many thanks in advance(here goes some pics)
    Attached Thumbnails Attached Thumbnails Click image for larger version. 

Name:	milksape mace.JPG 
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ID:	221117   Click image for larger version. 

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ID:	221118   Click image for larger version. 

Name:	milksape mace3.JPG 
Views:	14 
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ID:	221119  
    Homo Homini Lupus

  16. #436
    Eothese's Avatar Author
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    Default Re: Be a Modder: Doctoring of Medieval 2 units.

    Well, that looks OK, The comment you're showing is for the whole model, not the individual group that you've added. Could it be that your texture reference in battlemodels is for the wrong texture, or that the converter overwrote your new texture with the original, (which has happened to me twice.) Or it might be the UV coordinates are located outside the texture, but are still shown as correct in the 3d view.

    Anyway if you can't solve it, upload it along with the textures and your battlemodels and edu entry and I'll take a look.

  17. #437
    HELLEKIN's Avatar Kirā
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    Default Re: Be a Modder: Doctoring of Medieval 2 units.

    hello Eothese,i think itīs everything ok and i canīt see whatīs wrong....i sended to you the model,many thanks for the help itīs in gamefront
    Homo Homini Lupus

  18. #438
    Eothese's Avatar Author
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    Default Re: Be a Modder: Doctoring of Medieval 2 units.

    For the benefit of everyone else, your comment for the helmet was wrong. The active part will be the problem.
    Code:
    helmactive1
    helm_02
    0
    There was no need to change it from what it was in the original model. Something like this... although there is no 'correct' way.
    Code:
    helm
    helm_02
    0
    BTW don't bother making all 4 lod's just use lod0 and write the battlemodels file as appropriate.
    Code:
    7 macemen 
    1 
    1 
    56 unit_models/_Units/EN_Lmail_Hmail/baltest_mace_lod0.mesh 6400
    The choice is yours, but this is the most efficient way for me.

  19. #439
    HELLEKIN's Avatar Kirā
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    Default Re: Be a Modder: Doctoring of Medieval 2 units.

    hello Eothese,done all that you teach and...noop...the helmet doesnt appears, what could be??Have you any idea to solve this and help me??Many thanks for all help youīve given me
    Homo Homini Lupus

  20. #440
    Eothese's Avatar Author
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    Default Re: Be a Modder: Doctoring of Medieval 2 units.

    I'm out of ideas, which converter did you use and what did you use for merging?

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