Is it possible to make your own item(model) and import it in the game?
Is it possible to make your own item(model) and import it in the game?
so... is it possible?
Im asking cause i see there arent any overhaul mods
hmm i new too but i am sure its possible ,see kojiro mod ? or something like shaolin mod, or weapon double stick , the answer is YES, but how to do ??? it still big question
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Yes, there is even a tutorial on how to do it.
tell respected and whether the model of the Shogun 2 edit
Blender 3D?
or current 3d max possible?
To import model in game you will have to use converters provide by CA (cf. CA tools kit).
They only work with 3ds max 2009 and 2010, but you can use those software for free, thanks to Autodesk Education Community (http://students.autodesk.com/) and as long as you use it for non-commercial purpose.
You can create your model with any software of your choice and import models into 3ds max as .fbx.
Then, you can save the model as .max file and use converters.
ie current in 3d max
and that there nekak skriptadlya import 3D models in a blender?
If you just want to add new rigidmodels, Primergy's Method works:
http://www.twcenter.net/forums/showthread.php?t=413091
But if you want to create real new models, with their own collision model (cs2.parsed) and EFlines (for garrisonable buildings and ships), you will have to use 3ds max and CA converter tools.
You can also convert (export) models from S2TW/FotS using Ultimate Unwrap 3D + ETW plugin (work with ETW/NTW/S2TW file formats).
The problem is that UU3D is unable to convert (import) models to S2TW/FotS file formats and it can hardly manage bone system for engines such as cannons for example.
The process here is to export models you want to modify from S2TW/FotS using UU3D, save them as .fbx files and then, open them with 3ds max to modify them.
Then, use CA converter to export the model as cs2 files and use BoB to import it in game.
wangrin, you seem to have a good grasp of the model editing processes. I wonder if you would consider making a more detailed tutorial please? For instance I don't understand the
need for Ultimate Unwrap 3D now the Assembly Kit has both a CS2 exporter as well as importer plugin for 3DS max 2009/10 - can't it be opened directly in max? (yes I'm n00bish...)
CA provide only a CS2 converter that allow to export .max models to CS2 file format.CS2 file format is used by BoB to create S2TW models using CA file formats such as variant_part_mesh, etc.It is not possible to import S2TW model file formats to 3ds max.