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Thread: Modding Questions and Help Thread

  1. #1361

    Default Re: Modding Questions and Help Thread

    I see now that you are using MilkShape 1.8.5 version. I don't know if that's the case but I heard that some version of MS3D is not suitable for editing M2TW models. You can try the same thing using the MS3D 1.8.4 which is also the version I'm using. You can also send me the EDU entry of this unit via pm and I'll see if I can make this thing to work.

  2. #1362

    Default Re: Modding Questions and Help Thread

    It is indeed the latest version >.>. Ill send it to you via Pm then. Thanks so much!

  3. #1363

    Default Re: Modding Questions and Help Thread

    Okay I'm having another problem. I'm trying to turn the first armor level of Noldor Guard from DaC into new sword/bow quendi. Normally this would be no problem, but my trial version of milkshape refuses to let me save (I still have 27 days left on the trial). I just sunk 90 minutes into fighting with the thing and I'm getting rather fed up. I'm not usually one to ask someone to do my job for me, but I'm at a bit of an impasse here. Would anyone be willing to take the 10 minutes needed to delete the attachments and send me the meshes?

  4. #1364
    Ngugi's Avatar Yes, Prime Minister
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    Default Re: Modding Questions and Help Thread

    Why not just make the change of the entry in the EDU, if you're to use the Noldor Guard-model as it is?





    DCI: Last Alliance
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    | DCI: T˘l Acharn - mighty D˙nedain Counter Invasions |
    Additional Mercenary Minimod - more mercs; for TATW and DCI |Family Tree minimods - lore improvements | Remade Event Pictures - enhance cultures trough images |
    Favorite TATW compilation: Withwnars Submod Collection

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  5. #1365

    Default Re: Modding Questions and Help Thread

    I don't want my bow quendi to have a giant shield on their back though . In any case I finally got it to save so hopefully it works.
    Last edited by Jmonstra; March 28, 2017 at 10:31 AM.

  6. #1366

    Default Re: Modding Questions and Help Thread

    It didn't work, largely due to the fact that I can't open the texture assigning tool because my trial version refuses to do so. Oh well.

    Is there an alternative to Milkshape that I could use to fix this?

    Spoiler Alert, click show to read: 
    Last edited by Jmonstra; April 01, 2017 at 12:36 PM.

  7. #1367

    Default Re: Modding Questions and Help Thread

    OKay back again! Figured out my problems, but another has arisen. I assigned the bow group to the left hand, but now the arrowhead for the animated bowstring and the hilt of the sword are floating out in the ether.


    Spoiler Alert, click show to read: 
    Last edited by Jmonstra; April 01, 2017 at 08:18 PM.

  8. #1368

    Default Re: Modding Questions and Help Thread

    Figured it out! I had to assign them to the proper bones. My only gripe is that I couldnt figure out how to give them animated bowstrings.

  9. #1369
    alreadyded's Avatar Work up a #6 on 'em!
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    Default Re: Modding Questions and Help Thread

    If the base unit you used didn't have animated bow strings then the skeleton most likely doesn't have the required bone. There is no quick easy way I can think of to make it look good by weighting it to two or more other bones. I guess you are boned.

  10. #1370

    Default Re: Modding Questions and Help Thread

    Can someone tell me how to remove the banners above the empty settlements and forts?

  11. #1371
    AnthoniusII's Avatar Μέγαc Dομέστικοc
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    Default Re: Modding Questions and Help Thread

    Milkshape 1.8.4
    Python 2.5.4
    These are the programms that allow modding tools to run smoothly.
    The rest issues come with bone assignment of each group.
    The floating sword has either:
    Assigned to bone pelvis or none at all.
    Assigned to the same bone the arrow is are grouped together with arrow.
    A tiny tutorial here.

  12. #1372
    Withwnar's Avatar Script To The Waist
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    Default Re: Modding Questions and Help Thread

    Quote Originally Posted by bushmonster951 View Post
    Can someone tell me how to remove the banners above the empty settlements and forts?
    descr_sm_factions.txt:
    Code:
    symbol   models_strat/symbol_sicily.CAS
    The CAS contains the location of the TGA to use, e.g. textures\#banner_symbol_sicily.tga (in data\models_strat).
    TATW has a #banner_symbol_{faction}.tga file for each TATW faction and also a *.dds counterpart. I suspect that the DDS ones are actually completely transparent and that is why empty settlements (appear to) have no banner. I can't confirm that but it is what I ended up doing in a submod and it worked perfectly.

    That is, use the alpha channel of the TGA to make it transparent and then make a DDS out of that new TGA, so the DDS too is transparent.

  13. #1373

    Default Re: Modding Questions and Help Thread

    Quote Originally Posted by Withwnar View Post
    descr_sm_factions.txt:
    Code:
    symbol   models_strat/symbol_sicily.CAS
    The CAS contains the location of the TGA to use, e.g. textures\#banner_symbol_sicily.tga (in data\models_strat).
    TATW has a #banner_symbol_{faction}.tga file for each TATW faction and also a *.dds counterpart. I suspect that the DDS ones are actually completely transparent and that is why empty settlements (appear to) have no banner. I can't confirm that but it is what I ended up doing in a submod and it worked perfectly.

    That is, use the alpha channel of the TGA to make it transparent and then make a DDS out of that new TGA, so the DDS too is transparent.
    Somehow it doesn't seem to work. Anyways, thanks for help and I guess I'll make a banner that's not transparent. It's quite curious that even when i make RGB 0,255,0 which is bright green and supposed to be transparent, the game shows it to me as a bright green banner even when the alpha channel is completely black.

  14. #1374
    Withwnar's Avatar Script To The Waist
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    Default Re: Modding Questions and Help Thread

    When making the DDS you need to use DXT 5 format so it preserves the alpha. And it must be named #banner_symbol_{faction}.tga.dds

    A simpler way is just to grab one from vanilla TATW and use that for your faction (renamed accordingly) and any other factions you're doing. e.g. {TATW}\data\models_strat\textures\#banner_symbol_sicily.tga.dds

  15. #1375

    Default Re: Modding Questions and Help Thread

    It worked. Thanks.

  16. #1376
    jurcek1987's Avatar Domesticus
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    Default Re: Modding Questions and Help Thread

    Quote Originally Posted by Jmonstra View Post
    Figured it out! I had to assign them to the proper bones. My only gripe is that I couldnt figure out how to give them animated bowstrings.
    Did the unit have animated bows originally? If not you'll need to take them from a unit that has them plus it's skeleton

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