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Thread: Mesh/Cas/Engine - MaxScript version of GOAT tool

  1. #361
    johnwhile's Avatar Taihō no heishi
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    Default Re: Mesh/Cas/Engine - MaxScript version of GOAT tool

    uhm... good question, i never look this. Example, for torch i remember that there are a bone name (bone_rhand) in export_units or battlemodels.... (i must ask to Ryhamo). But in the mesh and cas file there aren't any reference or data to this, i think the value of starting point is in other files, like siege engine where the file is *.ModelReferencePoints
    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

  2. #362
    Ikko-Ikki
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    Default Re: Mesh/Cas/Engine - MaxScript version of GOAT tool

    john, is it possible to animate a projectile like a throwing axe in air? like thhe Franciska projectile in rtw:bi?

  3. #363
    johnwhile's Avatar Taihō no heishi
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    Default Re: Mesh/Cas/Engine - MaxScript version of GOAT tool

    Ryhamo answer me that to enable Torch you must apply this numbers in battlemodel... :

    no torch ...
    1
    4 None
    17 MTW2_Legion_Pilum
    16 MTW2_Fast_Legion 2
    20 MTW2_Javelin_primary
    14 fs_test_shield 2
    18 MTW2_Sword_Primary
    14 fs_test_shield
    -1 0 0 0 0 0 0
    ....

    torch ...
    1
    4 None
    17 MTW2_Legion_Pilum
    16 MTW2_Fast_Legion 2
    20 MTW2_Javelin_primary
    14 fs_test_shield 2
    18 MTW2_Sword_Primary
    14 fs_test_shield
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002
    ....


    and i noticed that "16" is the <BoneID> properties in my script, or is the 16th bones in Milkshape
    the other coordinated can be some rotation because the vector module equal always to 1.0 but try ti change example 16 with 1 and i suppose that torch will be linked to bone_pelvis.
    Last edited by johnwhile; September 07, 2012 at 01:06 PM.
    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

  4. #364
    johnwhile's Avatar Taihō no heishi
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    Default Re: Mesh/Cas/Engine - MaxScript version of GOAT tool

    Quote Originally Posted by Babyloni View Post
    john, is it possible to animate a projectile like a throwing axe in air? like thhe Franciska projectile in rtw:bi?
    uhm... the projectile are a cas file without skeleton so without animation... but int the file descr_projectile.txt there aren't any reference to a sort of animation... so i think isn't possible.
    You can change only the time frame where missile appear and start its animation:

    descr_skeleton.txt anim attack_missile_release data/animations/MTW2_Slinger/MTW2_Spear_attack_missile_release_modified.cas -fr -id:0.0, 1.5, 1.0, -if:34

    but you must load animation into 3dstudio and see the time frame.
    The Missile objects and units model are two things separately..
    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

  5. #365

    Default Re: Mesh/Cas/Engine - MaxScript version of GOAT tool

    and how i can set the bone of mount skeleton, which attach the rider ?

  6. #366
    Ikko-Ikki
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    Default Re: Mesh/Cas/Engine - MaxScript version of GOAT tool

    Quote Originally Posted by johnwhile View Post
    uhm... the projectile are a cas file without skeleton so without animation... but int the file descr_projectile.txt there aren't any reference to a sort of animation... so i think isn't possible.
    You can change only the time frame where missile appear and start its animation:

    descr_skeleton.txt anim attack_missile_release data/animations/MTW2_Slinger/MTW2_Spear_attack_missile_release_modified.cas -fr -id:0.0, 1.5, 1.0, -if:34

    but you must load animation into 3dstudio and see the time frame.
    The Missile objects and units model are two things separately..
    Thank you for answer that but Iam may not be clear I meant the rotation of the projectile of an axe, as in projectile of the mangonel of the kingdoms crusades campaign the barrels are roling in the air!

  7. #367
    johnwhile's Avatar Taihō no heishi
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    Default Re: Mesh/Cas/Engine - MaxScript version of GOAT tool

    Ask to Eothese because I know that he have made some experiment with the effects.

    I never made change about effect because is too complicated and my first tentative crash the game but i think this is the way
    descr_engine.txt type mangonel
    culture all
    class mangonel
    ...
    fire_effect engine_fire_medium_trebuchet_set
    ...


    but now i lost the reference because the other files are
    descr_flaming_projectiles.txt
    descr_projectile.txt
    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

  8. #368
    Ikko-Ikki
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    Default Re: Mesh/Cas/Engine - MaxScript version of GOAT tool

    Find this: if I add this
    display aimed spin to the projectile the object will rotate in the air, thank you very much john.

  9. #369
    Cromagnon2's Avatar Kihei
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    Default Re: Mesh/Cas/Engine - MaxScript version of GOAT tool

    First of all, thank you for this tool!
    I am a beginner with 3dsmax, but thanks to your tool i am able to do some editing.
    However when i try to edit some meshes and save it in Utilities > mtw2 mesh > save mesh,
    my model appears heavily deformed, see attachment.
    I think it has something to do with the bones but since i am a noob i can not find it.
    Any kind of help appreciated
    Attached Thumbnails Attached Thumbnails Click image for larger version. 

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  10. #370
    johnwhile's Avatar Taihō no heishi
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    Default Re: Mesh/Cas/Engine - MaxScript version of GOAT tool

    simply because you have bad assigned the skin modifier, send me the max file (not mesh).
    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

  11. #371
    Cromagnon2's Avatar Kihei
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    Icon14 Re: Mesh/Cas/Engine - MaxScript version of GOAT tool

    Quote Originally Posted by johnwhile View Post
    simply because you have bad assigned the skin modifier, send me the max file (not mesh).
    Thank you very much for the tip! I just changed the helmet a bit for experimentation, I want to do allot more.
    I did a google for '3dsmax skin modifiers' and there seem to be some tutorials.
    Does it mean every time i load a .mesh file into 3dsmax I have to manually assign all vertices to bones again?
    or is it maybe i was not using a vanilla model?
    I still have a lot to learn.

  12. #372
    johnwhile's Avatar Taihō no heishi
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    Default Re: Mesh/Cas/Engine - MaxScript version of GOAT tool

    -----
    Last edited by johnwhile; September 21, 2012 at 04:04 PM.
    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

  13. #373
    johnwhile's Avatar Taihō no heishi
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    Default Re: Mesh/Cas/Engine - MaxScript version of GOAT tool

    If you load also a skeleton when importing the mesh file (see the tutorial), i make a tool that assign automatically the vertex to bone, the result i think is very good, you can also apply a random animation to see if the assignments are good, otherwise is sufficient change only some vertex.

    Go to "m2tw_3dstudio_scripts.chm" > "Mesh" > "Using Auto-Weighting". But obviously i don't write now assign and use skin modifier, i suppose that if you use 3dstudio you already know some basic

    PS: if you add only one bone into skin modifier list, the script automatly assign all vertex of this object to bone, example, if you select the head object , you apply a skin modifier and you add only the bone_head, the result is that all vertices of head mesh was assigned to bone_head.
    This can be a good beginning to see quickly the result in game.
    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

  14. #374
    Ikko-Ikki
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    Default Re: Mesh/Cas/Engine - MaxScript version of GOAT tool

    Hi johnwhile !!
    Can you reupload the Animation (basic) In first page
    Because we have a error :
    Error (404)
    We can't find the page you're looking for. Check out our Help Center and forums for help, or head back to home.

    Thanks for help

  15. #375
    johnwhile's Avatar Taihō no heishi
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    Default Re: Mesh/Cas/Engine - MaxScript version of GOAT tool

    ops... dropbox delete me the files... and i don't find a copy in my pc... i must rebuild tutorials... In the chm Help there are some info about cas files.
    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

  16. #376
    Cromagnon2's Avatar Kihei
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    Default Re: Mesh/Cas/Engine - MaxScript version of GOAT tool

    Quote Originally Posted by johnwhile View Post
    If you load also a skeleton when importing the mesh file (see the tutorial), i make a tool that assign automatically the vertex to bone, the result i think is very good, you can also apply a random animation to see if the assignments are good, otherwise is sufficient change only some vertex.

    Go to "m2tw_3dstudio_scripts.chm" > "Mesh" > "Using Auto-Weighting". But obviously i don't write now assign and use skin modifier, i suppose that if you use 3dstudio you already know some basic

    PS: if you add only one bone into skin modifier list, the script automatly assign all vertex of this object to bone, example, if you select the head object , you apply a skin modifier and you add only the bone_head, the result is that all vertices of head mesh was assigned to bone_head.
    This can be a good beginning to see quickly the result in game.
    Very helpfull john
    I only have 3dsmax a couple a days, but i learn fast
    I am studying your words from your post above.
    Next thing I will need to know i think is how to import a skeleton with a mesh file. Unfortunately your tutorials are gone and the ones in the help file does not say how.

  17. #377
    johnwhile's Avatar Taihō no heishi
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    Default Re: Mesh/Cas/Engine - MaxScript version of GOAT tool

    mesh file don't contain skeleton, only bone assignements, in fact the script place all bone in position [0,0,0].
    The skeleton is in cas file, so if you open cas file as default, the script build the skeleton, next you can save it to skelexport file to save the skeleton information. When you open a mesh file and you select his skeleton, the script build both mesh's units and skeleton's bones.

    This is the concept of siege engine and mount units. The normal human soldier (90% of units) use a sum of differents skeletons, so when you open a mesh units with 02_human.skelexport file you will noticed that some bone are missing and set to [0,0,0] position. The skeleton + mesh was used tipically to edit animations.
    The 01_KE'solution.skelexport isn't the skeleton used for human animation but is a humanskeleton + weaponskeleton + shieldskeleton, is the same skeleton that you can see with Milkshape tool, but is possible that game use example a weaponskeleton1 for knight and weaponskeleton2 for lancers... so two different secondary skeleton, so the position in Milkshape can be wrong.

    Example for Musketeers, the weaponskeleton that contain the bone_weapon01, bone_weapon, ecc... isn't like you see with Milkshape tool (all in the same position of bone_Rhand), so you can't understand or animate correctly the relative weapon's animation.
    Last edited by johnwhile; September 22, 2012 at 10:49 AM.
    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

  18. #378
    johnwhile's Avatar Taihō no heishi
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    Default Re: Mesh/Cas/Engine - MaxScript version of GOAT tool

    but secondary skeleton concept is a little complicated, for basic use of my script simple select "01_KE'solution.skelexport" and open a soldier mesh.
    If you want open a Horse, elephant or siege engine you must extract these skelexports files from relative cas animation. Mount and Engine model contain only one skeleton so is easy.

    You can also open a mesh file without select a skeleton, is a pure conversion, all bone will be set to [0,0,0] position and your work consist only to assign vertex to bones with skin modifier, but the only issue is that you can't understand there exactly the bone was placed in game.
    Last edited by johnwhile; September 22, 2012 at 10:56 AM.
    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

  19. #379
    Ikko-Ikki
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    Default Re: Mesh/Cas/Engine - MaxScript version of GOAT tool

    When can you reupload it?

    Regards

  20. #380
    Cromagnon2's Avatar Kihei
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    Default Re: Mesh/Cas/Engine - MaxScript version of GOAT tool

    deleted
    Last edited by Cromagnon2; September 24, 2012 at 03:57 AM.

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