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Thread: Modeling & DB. Milkshape & UU3D. 3DS MAX workflow. How wangrin and I use them.

  1. #21
    wangrin's Avatar Unguibus et Rostro
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    Default Re: Modeling & DB. Milkshape & UU3D. How wangrin and I use them.

    UU3D : APPLYING TEXTURES
    It is possible to apply textures to models in UU3D.

    After opening a model in UU3D :

    1. Go to the right side panel and expand the MATERIALS branch ;
    2. Double clic on material (Mat0 in the example below) to open the MATERIAL EDITOR window :
    3. Go to the MAPS tab and select DIFFUSE > BITMAP
    4. Clic on PROPERTIES to search for the texture you want to use
    5. Select CHANGE to import the texture you need
    6. The new texture apply to the model


    Each model use 3 textures :
    • DIFFUSE : used to "paint" the model
    • GLOSS_MAP : used to create specular effects, dirt mask and faction colour mask
    • NORMAL : used to simulate bumps and wrinkles on the surface of the model


    You can import the ..._normal.dds texture as BUMP texture map to increase rendering quality. It will create small surface effects.
    Importing the ..._gloss_map.dds is a bit more tricky because it use RGB channel to define 3 different effects. You can try to impot it as SPECULAR texture map.



    « Le courage, c’est de ne pas subir la loi du mensonge triomphant qui passe, et de ne pas faire écho de notre âme, de notre bouche et de nos mains aux applaudissements imbéciles et aux huées fanatiques.. » Jean JAURES

  2. #22

    Default Re: Modeling & DB. Milkshape & UU3D. How wangrin and I use them.

    Note that, when you export a variant_weighted_mesh file to ms3d, UU3D reverse skeleton, eg. Right bones become left bones and vice versa.
    It’s not a problem if you convert it back to variant_weighted_mesh using UU3D.
    But, if you convert it back to variant_weighted_mesh using KE Converter, it will not work.
    If you see this, it means the handedness of your model is flipped. To fix, use this tool in Unwrap3D: 3D Tools -> Modifiers -> Scene -> Flip.

    However, if you intend to export to ETW format from Unwrap3D, then your model must always face in the Z+ direction, as that is the direction the plugin expects the model and skeleton to be facing.

  3. #23

    Default Re: Modeling & DB. Milkshape & UU3D. How wangrin and I use them.

    So, if you want to export to MS3D or FBX or 3dsmax, go ahead and flip the handedness of the model.
    If you plan to export it back to ETW, leave the handedness alone.

  4. #24

    Default Re: Modeling & DB. Milkshape & UU3D. How wangrin and I use them.

    It look like ETW plugin is unable to export animation from a .fbx model, skeleton is messed up.
    Process should work differently for TW:R2 as ETW plugin dosn"t allow to save .rigid_model_v2.
    TW:R2 process should be :
    This has been fixed too.

    Unwrap3D's ETW plugin can now transform the model's vertices back to the required rest pose or T-pose.
    Just check the export option called "Transform vertices to rest pose".

    Use this option if your model has been transformed to a different rest pose (from FBX or elsewhere).

  5. #25

    Default Re: Modeling & DB. Milkshape & UU3D. How wangrin and I use them.

    And I forgot to mention, for any of this to work properly, the bone count and bone names in your skeleton must match the ETW skeleton perfectly.
    Do not add, remove, or rename bones. Any extra bones that come from FBX or elsewhere should be deleted.

  6. #26
    wangrin's Avatar Unguibus et Rostro
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    Default Re: Modeling & DB. Milkshape & UU3D. How wangrin and I use them.

    You're right.
    I've edited both posts with your informations.

    ETW plugin has been updated.
    Now, it is possible to export a model "forcing" the T-Pose

    Thanks to Brad Bolthouse (UU3D developper) who add the feature.
    Last edited by wangrin; January 11, 2015 at 03:37 PM.


    « Le courage, c’est de ne pas subir la loi du mensonge triomphant qui passe, et de ne pas faire écho de notre âme, de notre bouche et de nos mains aux applaudissements imbéciles et aux huées fanatiques.. » Jean JAURES

  7. #27
    wangrin's Avatar Unguibus et Rostro
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    Default Re: Modeling & DB. Milkshape & UU3D. How wangrin and I use them.

    IMPORTING ETW MODELS TO NTW

    FILE FORMATS :


    • .variant_weighted_mesh :
      .variant_weighted_mesh is the ETW model file format.
      ETW use separate .variant_weighted_mesh file to represent each LOD variant.

      These models can be converted as .ms3d using KE Converter or Ultimate Unwrap 3D.

      After converting .variant_weighted_mesh to .ms3d file format, model comment are :
      Code:
      13
      light_scale  +1.00000000
      offsetu0  +0.00000000
      offsetv0  +0.00000000
      offsetu1  +0.00000000
      offsetv1  +0.00000000
      bumpfactor  +1.00000000
      specpower  +2.00000000
      specbrightness  +1.00000000
      specularfresnelpower  +0.01000000
      glossfactor  +2.00000000
      fresnelpower  +2.00000000
      reflect_factor  +0.50000000
      ambientfactor  +0.60000002
      2
      colourmapfactor  +1.00000000  +1.00000000  +1.00000000  +0.00000000
      specfactor  +1.00000000  +1.00000000  +1.00000000  +1.00000000
      To open model comment :
      1. open "Model" tab ;
      2. Click on "Comment" button ;



      IMPORTANT NOTE : if you convert model using UU3D, DO NOT USE KE Converter ;
      UU3D invert right and left side, using KE Converter on .ms3d model generate by UU3D will mess its skeleton.
    • .variant_part_mesh :
      .variant_weighted_mesh is the ENTW model file format.
      All LODs (lod0, lod1, lod2 and lod3) are stored in the same .variant_part_mesh file.
      All LODs must be present in the .variant_part_mesh file, but it is possible to clone lod0 and rename it lod1 for example.

      These models can be converted as .ms3d using Variant Part Mesh (VPM) plugin for MilkShape or Ultimate Unwrap 3D.

      To import .variant_part_mesh into NTW :
      1. open MilkShape ;
      2. go to FILE tab > IMPORT menu > Napoleon: Total War VPM plugin ;
      3. select .variant_part_mesh you want to open ;
      4. accept to pick up a skeleton ;
      5. pick up the tpose.anim as skeleton to open a human model part ;
      6. model has been imported into MilkShape

      2. 3. 4. 5.

      6.

      After importing .variant_part_mesh model in MilkShape, Model comment must be :
      Code:
      // The .variant_part_mesh file you loaded last contained the
      // shader settings below. You can change these settings, or
      // add new ones (make sure you pick some the game actually
      // knows about) by sticking to this format:
      //  - comments start with two slashes
      //  - settings start with a name and either 1 or 4 floats
      //  - the setting values are enclosed in quotes
      //  - note that comments are not stored in .variant_part_mesh files
    • .anim
      .anim are animation files.
      The tpose.anim is a man skeleton use as reference skeleton when working on models.
      The tpose.anim is stored in data.pack, in \animations\reference folder.




    TOOLS :

    • Knight Errant converter

      To use K.E Converter, you have to install Python 2.7 first.
      Be careful to not install last Python release (Python 3.2 for instance), K.E converter cannot work with it.

      K.E converter is composed of 2 files :
      • ETWms3dImportExport_ver1_0.ms
      • ETWvariant_weighted_meshConverter_v1_3.py

      KE Converter is limited to variant_weighted_mesh files.

      When you want to convert a variant_weighted_mesh model :
      • ETWms3dImportExport_ver1_0.ms
      • ETWvariant_weighted_meshConverter_v1_3.py
      • variant_weighted_mesh (model you want to convert)

      Must be in the same folder.

      Run ETWvariant_weighted_meshConverter_v1_3.py , a windows will appears :


      To convert a variant_weighted_mesh file to ms3d : clic on Mesh To Ms3d Converter
      To convert a ms3d file to variant_weighted_mesh : cliv on Ms3d to Mesh Converter

      Choose the model you want to convert :


      You will have a message on the prompt screen to tell you if conversion is a success or not :




    PROCESS :


    STEP 1 : CREATING A NTW .MS3D REFERENCE MODEL

    First, you will have to create a model you will use as reference.
    This model must be a NTW one imported into MilkShape because :
    • you need a NTW man skeleton ;
    • you need a model that can be easily backconverted using VMP, something a ETW model is not ;


    To create the reference model :
    [list =1][*]import a NTW model into MilkShape (see "import .variant_part_mesh into NTW" above) ;[*]If possible, use the same type of body part as the model you want to create, it's particularly true for hat :
    • because you will be able to use it as a reference to place your model ;
    • because, if I remember, some part doesn't "work" as others (like plume) ;
    [/list]

    Example : creating a NTW hat model as reference :
    1. importing the "casquet" hat

      1. 2. 3. 4.
    2. save model as .... .ms3d (to reuse it if something get wrong)


    STEP 2 : CREATING THE ETW .MS3D MODEL

    Second, you have to convert the ETW model to .ms3d file format using KE Converter : see TOOLS > Knight Errant converter above.
    You will have to repeat the action for each .variant_weighted_mesh LOD file if you want to optimize your model.
    Then, you will have to modify each model to keep the part you need.

    Example : extracting the ETW Tom'O Shanter from the GB_MIDINF_SCOTTLINE_lod1 model

    1. Selecting mesh groups (unit parts) needed, in this case : GB_HIGHLANDER_plume01 and BG_HIGHLANDER_hat01
    2. Selecting invert :
      Go to EDIT tab > SELECT INVERT menu
      You will selected all previously unselected mesh groups, it's faster than selecting all unneeded mesh groups to delete to keep the two you want.
    3. Delete unneeded mesh group : DEL


      Note : you have not deleted ETW skeleton.
      In this particular case, as the skin modifier (link between vertex and bones) is simple, all vertex being linked to head (100%), you could also delete the skeleton.
      But it is not recommended when you work on more complex body part, such as hands... you will loose all informations about vertex weights.


    STEP 3 : MERGING THE ETW MODEL WITH NTW REFERENCE MODEL

    Now, you have to merge the ETW .ms3d model with the reference one from NTW.
    1. open your reference model in MilkShape
    2. merge the Tom_O_Shanter model from ETW :
      Go to FILE tab > MERGE menu and then select the .ms3d model you want to merge with your reference model.
    3. after merging model, you will see that the ETW skeleton is messed up. It's not a problem as you will delete it after reassigning vertex weights.


    STEP 4 : WORKING ON MODEL
    1. REASSIGNING ETW MODEL VERTEX TO NTW SKELETON
    2. DELETING ETW MODEL BONES


    For more informations, check [TUTO] W.I.P Merging models


    STEP 5 : CHECKING MODEL COMMENTS

    To convert .ms3d model back to .variant_part_mesh file format, it is important to take care that Model tab "comment" are the same as other .variant_part_mesh imported model and not like ETW .variant_weighted_mesh imported model.


    « Le courage, c’est de ne pas subir la loi du mensonge triomphant qui passe, et de ne pas faire écho de notre âme, de notre bouche et de nos mains aux applaudissements imbéciles et aux huées fanatiques.. » Jean JAURES

  8. #28
    wangrin's Avatar Unguibus et Rostro
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    Default Re: Modeling & DB. Milkshape & UU3D. How wangrin and I use them.

    EXPORTING MODELS TO 3DS MAX First of all, file formats to use :


    • .fbx
    • .dae



    What we can do :


    • converting ETW models to .dae or .fbx (and several other file formats) :
      • .variant_weighted_mesh : used for men, animals ans equipements ;
      • .rigid_model : used for buildings and engines (destroyed models) ;
      • .animatable_rigid_model : used for engine
      • .rigid_model_animation : used for destruction animations (engine and buildings)

    • exporting or creating animations ;




    Workflow :




    Converting .variant_weighted_mesh model to .fbx file format :

    1. 2. 3. 4. 5.

    1. variant_weigted_mesh model opened with UU3D.
    2. Choosing the file format to save the model as.
    3. Checking export parameters.
    4. Export parameters : checking "Export groups as meshes" is very important to avoid groups being merge into one when saving the model as .dae/.fbx.
    5. .fbx model opened in 3ds max and checking skin modifier.


    Converting .fbx model to .variant_weighted_mesh file format :

    1. 2.

    1.Select ETW file type depending of model (example : variant_weighted_mesh when you work on men, animal or equipments).
    2. Select ETW subtype depending of model (example : unit (type 1) or equipment (type 5)).

    Before exporting the model to variant_weighted_mesh, tak care about the skeleton. It must be the same as the original model.


    What we have to take care about :


    • From ETW file formats to .fbx/.dae :
      • when exporting an ETW model, it is important to check the "Export groups as meshes" to avoid that UU3D merge them into a single mesh group ;
      • after exporting model, take care that skeleton is still the same than original model, UU3D often add bones ;

        1. 2. 3.

        1. Exported model
        2. exported skeleton
        3. original skeleton
      • UU3D invert left and right side, so check the skin modifier ;
        • you can use the "Flip" button to revert left and right : EDIT menu > FLIP > VERTICAL



    • From .fbx/.dae to ETW file formats :
      • before exporting a .fbx or .dae model, take care that skeleton is the same than the original skeleton ;
      • you can check the "transform vertice to rest pose" when you want to convert a model with animation embedded ;




    « Le courage, c’est de ne pas subir la loi du mensonge triomphant qui passe, et de ne pas faire écho de notre âme, de notre bouche et de nos mains aux applaudissements imbéciles et aux huées fanatiques.. » Jean JAURES

  9. #29

    Default Re: Modeling & DB. Milkshape & UU3D. How wangrin and I use them.

    oops. sorry.

  10. #30
    wangrin's Avatar Unguibus et Rostro
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    Default Re: Modeling & DB. Milkshape & UU3D. 3DS MAX workflow. How wangrin and I use them.

    NAVAL MODELING

    LINKS
    S2TW :
    [Resource] Examining models_naval tables and CA's ship model
    [Tool] Naval models editing



    TOOLS
    TAW's MODEL_NAVAL CONVERTER
    Thanks to taw, we have know a tool to convert models_naval tables to .xml file format

    DOWNLOAD LINK :
    Taw's ETWNG - models_naval

    FEATURES :

    • work with ETW, NTW, TWS2 and TWR2
    • convert model_naval table to .xml file format
    • convert .xml model_naval to db tables format



    INSTALL :

    • prerequisite :
      model_naval converter need jruby 1.7.x or above
    • installation :



    COMMAND LINES :
    Code:
    Usage (for Napoleon / Shogun 2 / Rome 2):
    
        jruby models_naval_unpack models_naval_dbtable models_naval_dir
        jruby models_naval_pack models_naval_dir models_naval_dbtable
    
    For Empire you need to specify `--empire` for unpacking:
    
        jruby models_naval_unpack --empire models_naval_dbtable models_naval_dir
        jruby models_naval_pack models_naval_dir models_naval_dbtable
    KNOW ISSUE :

    • jruby version
      You have to check the version of jruby on your computer
      Code:
      $ jruby -v
      jruby 1.7.19 (1.9.3p551) 2015-01-29 20786bd on Java HotSpot(TM) 64-Bit Server VM 1.6.0_65-b14-466.1-11M4716 +jit [darwin-x86_64] 
      # What I have installed here, it's not even that new
      # Anyway you can use this command to see that it fights correct version

      Code:
      $ jruby -e 'puts RUBY_VERSION'
      1.9.3
      # Anything 1.9 or newer should be just fine, this is default setting on version I have here

      Code:
      $ jruby -e 'p wtf: :seriously'
      {:wtf=>:seriously}
      # This code sample will crash on 1.8, but works on 1.9+

      Code:
      $ jruby --2.0 -e 'puts RUBY_VERSION'
      2.0.0
      # Even with old JRuby which default to 1.8, you can probably just tell it to use 1.9 or 2.0 compatibility




    « Le courage, c’est de ne pas subir la loi du mensonge triomphant qui passe, et de ne pas faire écho de notre âme, de notre bouche et de nos mains aux applaudissements imbéciles et aux huées fanatiques.. » Jean JAURES

  11. #31

    Default Re: Modeling & DB. Milkshape & UU3D. 3DS MAX workflow. How wangrin and I use them.

    @wangrin

    I have been beating my head against a wall for a while on NTW Equipment mesh.variant_part_mesh. I followed your tutorial above on this. I am using MilkShape 1.8.4. I have NTW VPM 1_1. I can import the mesh, but I am not prompted for the skeleton? I have the tpose.anim, but the import doesn't seem to be picking it up. Any ideas?

    Thank you.

  12. #32
    wangrin's Avatar Unguibus et Rostro
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    Default Re: Modeling & DB. Milkshape & UU3D. 3DS MAX workflow. How wangrin and I use them.

    UNIT ICONS
    When creating a new unit, modder must create 2 icons :

    • unit icon : use in battlemap UI to represent the unit in the battle order list
    • unit info icon : use in unit info when clicking on unit in the battlemap



    CREATING UNIT ICON

    1. GENERALITIES


    • pack foler : ui\units\icons
    • file format : .tga
    • icon size :
      • height : 88 pixels
      • width : 66 pixels

    • icon files : unit icon is composed of two files :
      • <icon_name>.tga
      • <icon_name>_mask.tga : use to mask visible/invisible parts of the picture
        I generally don't use mask, so its alpha channel is full black




    2. UNIT PICTURE

    STEP 1 : capturing unit picture

    To create the icon, the first task is to take a picture of the unit.
    You have two main possibilities :

    • taking a screenshot of the unit in game : but the result can differ from a unit to another one
    • taking a picture of the animated and textures unit in UU3D (or any 3d software like 3ds max, blender, etc. butyou will need UU3D to export the model with its animation embedded or you will have to create you own animation pose)


    My choice is to use Ultimate Unwrap 3D, despite a not that good rendering.
    But, as the picture will have to be heavily undersized, it doesn't matter.

    Process description :
    • step 1 : open a model in UU3D
      example : opening african_tribal_lod1.variant_weighted_mesh
    • step 2 : import an animation when opening the model :
      in the Import Empire: Total War windows, select an animation to import
    • step 3 : add textures to the model in UU3D
      look at #21
      • diffuse bitmap : <texture_name>_diffuse.dds
      • bumb bitmap : <texture_name>_normal.dds + check "use at normal map" option
      • specular bitmap : <texture_name>_gloss_map.dds

    • step 3 : play the animation and choose the frame that fit with your need
    • step 4 : take a screenshot
      I use Gadwin Printscreen, but any tool that allow to capture a custom area do the job.


    It is also possible to add weapons to the model before capturing picture.
    • solution 1 : adding the weapon to the unit before playing it in UU3D
    • solution 2 : exporting unit with animation inside to .ms3d (MilkShape) and then adding weapon and playing animation and capturing picture using MilkShape


    STEP 2 : creating unit icon

    Tools : any graphic software thant can manage layers (Photoshop, Gimp, Paint.net)
    I generally use Paint.Net as it is easy to use and icons doesn't need "high end" graphic software.

    Icon design :
    It is important to define your unit icon design.
    For example, in the example below specifications are :

    • show unit type : heavy cavalry / cavalry / light cavalry / heavy infantry / etc.
    • show unit category : line / light / auxillaries
    • show unit level : guard / elite / standard / low
    • show origin or "nationality" : needed due to a regional recruitment system that allow to recruit "regional" troops.
    • use a 18th century "fashion"/design


    But it could be possible to replace the "faction" mini-icon with a "regimental flag" mini-icon.
    One of design that can fit with specification, inspired by Steph's work on MoE (Master of Empire) look like this :


    Unit type use a small icon in the left bottom corner :


    A background colour code represent unit category : red for regular/line, green for light and blue for auxilaries.
    A frame colour code represent unit "level" : gold for guard, silver for elite, bronze for average/standard and wood for lower classes.

    A small icon in the top left corner represent unit "nationality" (faction of origin), using agen or naval_idt icons as a base :


    Layers :
    I organize the picture in several layers :

    • top layers : unit type and unit origin mini-icon
      • frame layer : mini-icon frame
      • frame shadow layer (multiplier)
      • unit type and unit origin picture
      • background layer

    • base layers : unit picture
      • frame layer
      • frame shadow (multiplier) : give some "deepness" to the icon
        picture obtained using the frame converted to black, some gaussian blurr and cutting extra blurr using the frame shape above.
      • unit picture
        picture is obtained by scaling the unit screenshot to the icon size.
      • unit picture shadow (multiplier) : optional, usefull when the unit main color is similar to the background
        picture obtained using the unit icon converted to black and some gaussian blurr.
      • unit background :




    Then, flattening layers, you obtain the icon :

    ++++++()+ =




    CREATING UNIT INFO ICON

    1. GENERALITIES


    • pack foler : ui\units\info
    • file format : .tga
    • icon size :
      • height : 300 pixels
      • width : 280 pixels

    • icon files : unit icon is composed of two files :
      • <icon_name>.tga
      • <icon_name>_mask.tga : use to mask visible/invisible parts of the picture
        I generally don't use mask, so its alpha channel is full black



    2. UNIT INFO ICON DESIGN

    As usual, you have to define your icon design.
    You can choose; to increase immersion, to use picture of the period :



    Or to create more informative picture like this :



    This case is deeply inspire by the work of ACW team.
    In the latest case, the idea is to use UU3D to take picture of unit, rather than use in game screenshot.
    Last edited by wangrin; November 29, 2015 at 11:00 AM.


    « Le courage, c’est de ne pas subir la loi du mensonge triomphant qui passe, et de ne pas faire écho de notre âme, de notre bouche et de nos mains aux applaudissements imbéciles et aux huées fanatiques.. » Jean JAURES

  13. #33

    Default Re: Modeling & DB. Milkshape & UU3D. 3DS MAX workflow. How wangrin and I use them.

    I'm getting a bug when using the KE converter and Milkshape.

    When I convert a variant mesh to M3D and convert it back, the texture in game is substantially degraded. I've taken side by side screenshots of the exact same unit and it is noticeably degraded even when making 0 changes in Milkshape. Converting it back and forth is enough to cause the issue.

    I've searched everywhere but it doesn't seem like anyone else has run into this issue or posted a solution.

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