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Thread: Rigging up new models in 3DS Max for Shogun 2

  1. #1
    Xorte-Renshe's Avatar Civis
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    Default Rigging up new models in 3DS Max for Shogun 2

    Two things. First: I've been thinking about making a weapons mod that adds in various new weapons that use existing animations (like how both the "cutting sword" and tetsubo use the nodachi animation).
    Spoiler Alert, click show to read: 
    Since I make a lot of single-soldier units, having unique weapons would be nice. For example, putting a couple keyblades that use the various katana animations, or putting in a scythe that uses the yari animation (as it does have a swinging move, though rarely used). Barring the fact I dont currently have a lightsaber model anywhere on my computer, I plan on making a mod that changes all regular katanas into lightsabers (and then adding a sound mod along with it for the effects, heh). Jedi battles.


    I haven't tried yet, but I would assume it's easy enough to rig the weapons mods up, as they dont have the same issues with a huge amount of bones and moveable parts that character models do. But that's where my second point -and question- comes in.
    I do have many, many models ripped from various games that I've had over the years. Most are in obj format now, but some are still in their original format (like Final Fantasy's .ffb files and Kingdom Hearts' .mdlx files). I'd like to take some of them (and go through the steps of dismembering them to turn them into the same "parts" system Shogun 2 uses... some are already dismembered, luckily) and put them into the game. However, the most I know about 3DS Max boils down to how to rotate the view. I dont know how to edit practically anything in that software. I dont know how to rig bones. Dont know how to edit shapes. I dont even know how to make the textures show up. I was taught a long, long time ago about 3DS Max, but I never ended up using it, so I've forgotten.

    Going by what Wangrin said in this thread: http://www.twcenter.net/forums/showt...models-to-S2TW I know what to do with the files before and after, but it's the in-between steps I dont know.
    Can anyone here provide a tutorial, or give a link to a tutorial, that would help? And I would prefer something that treats me as if I had never even heard of the software before. In fact, I'd be extremely happy with a tutorial that treated me as though I'd never seen a computer before.

    It's thanks to all that Dissidia 012 model modding that I've gained the desire to do this.
    It'd be great to make a custom single-soldier unit who has the head of Auron, a stock in-game kabuto/crest, the torso of a Dynasty Warrior's character, a stock in-game yoroi set, and Pyramid Head's great knife.

  2. #2
    wangrin's Avatar Unguibus et Rostro
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    Default Re: Rigging up new models in 3DS Max for Shogun 2

    I assume you have use the Equipment.max file provided by CA as a base.


    1. Open Equipment.max and unhidde all object : RIGHT CLICK > UNHIDE ALL



    2. Select the vertex group you want to work with :
      • Solution one : LEFT CLICK on the object you want to select
      • Solution two : click on SELECT BY NAME > select object name



    3. Hide all unselected objects : RIGHT CLICK > HIDE UNSELECTED



    4. Select the remaining model and select skin modifier : MODIFY menu > SKIN > ENVELOPE



    5. Activate SELECT VERTICES



    6. Open WEIGHT TOOL DIALOG or WEIGHT TABLE DIALOG



      You can select vertex "en masse" and use the Weight Tool Dialog box or use the Weight Table Dialog instead.


    « 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

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    Xorte-Renshe's Avatar Civis
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    Default Re: Rigging up new models in 3DS Max for Shogun 2

    Ah, nifty! So that's how to make it so that you can edit a pre-existing thing, yeah? (I wont be able to try this for a bit, but thank you very much for the quick response!) I have a huge amount of questions now that I see that all the weapons are in one file. But, I'll get to those later, once I try out a few stuff.

  4. #4
    wangrin's Avatar Unguibus et Rostro
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    Default Re: Rigging up new models in 3DS Max for Shogun 2

    You can edit a pre-existing model or import a new one (vertex group) in the equipment file and the give it proper vertex weight.
    I have forget to add how to change bones.
    I will try to add this as soon as possible.


    « 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

  5. #5
    wangrin's Avatar Unguibus et Rostro
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    Default Re: Rigging up new models in 3DS Max for Shogun 2

    To add or replace bone in Skin Modifier :

    Step 1 : I've hide all meshes and then UNHIDE BY NAME
    • rigid_equip_Wakizashi_lod1
    • RightHand (bone)
    • LeftHand (bone)




    Step 2 : I've removed Weapon3 bone from rigid_equip_Wakizashi_lod1 skin modifier, so, this mesh is now tied to none.



    Step 3 : I've added LeftHand bone to rigid_equip_Wakizashi_lod1 skin modifier. As I've added only one bone, all vertex from this mesh are tied to LeftHand (100%).



    « 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

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    Xorte-Renshe's Avatar Civis
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    Default Re: Rigging up new models in 3DS Max for Shogun 2

    Hmmm... okay, thank you for the information again! I've been following this thread as well: http://www.twcenter.net/forums/showt...-Modifications and it is so overly complicated adding new models (what, with the various lower-detailed lods you need of whatever you add)! I still want to try, but who knows how far I'll get with this (heck, I'm still trying to figure out importing textures of various file types into 3DS Max for use with the foreign model they belong to.)

    But, CA has made it possible for us! So, with practice, this has to work eventually, hah.

  7. #7
    wangrin's Avatar Unguibus et Rostro
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    Default Re: Rigging up new models in 3DS Max for Shogun 2

    To work on materials and textures, click on M on your keyboard to open the Slate Material Editor
    It's quite easy to use.

    You can have a look here : Needed: Simple Tutorial for exporting and importing S2TW Equipment model Modifications


    « 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. #8

    Default Re: Rigging up new models in 3DS Max for Shogun 2

    Hello,
    I am also interested in adding new equipment files into Shogun 2, however I am somewhat more of a novice, but I would like to learn. Anyway I would like to as a first attempt add the Musket from Napoleon into Fall of the samurai, is this possible and if so how is it done?

    Thanks for any help,
    xoGIORGIOox

  9. #9
    wangrin's Avatar Unguibus et Rostro
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    Default Re: Rigging up new models in 3DS Max for Shogun 2

    As written above, you can have a look to the Needed: Simple Tutorial for exporting and importing S2TW Equipment model Modifications thread.

    If you want to import equipements from NTW or ETW, notwithstanding copyright issues, I suggest to use NTW instead of ETW ones because NTW already use 4 lods (lod0, lod1, lod2 and lod3) for each model.
    Lods are used to optimize game. Lod0 is the most detailed model and is use when camera is near object and lod3 is the less detailed model, used when camera is far from object.
    Doing so, it is possible to optimize GPU resources.

    If you want to export models from NTW and import them to S2TW using Assembly Kit tools, you will have two possibilities :

    1. MilkShape + VPM converter
      • Tools :
        • MilkShape : old 3d software, not maintained anymore.
        • VPM converter : this tool is a plugin for MilkShape that allow to import/export variant_part_mesh files (NTW file format)
      • Process :
        equipement.variant_part_mesh --(MilkShape + VPM)--> equipment.fbx (2006) --(3ds max)--> equipment.max --(3ds max 2010 + CS2 converter)--> equipment.CS2 --(BoB)--> new pack

        import the variant_part_mesh in MilkShape and then export it as .fbx
        .fbx is a file format used by 3ds max, but the one used by MilkShape is an old one, a 2006 version if I remember.

    2. Ultimate Unwrap 3D + ETW plugin
      • Tools :
        • UU3D : Ultimate Unwrap 3D is a tool dedicate to creating UVmap. But the existence of a plugin for ETW that is able to open most of NTW file formats and some of S2TW one make it particularly interesting. But UU3D is not free and cost approximatively 50$. UU3D is still maintained up to date and is able to export .fbx 2010 and 2012 (fbx plugin)
        • ETW plugin : this plugin was developped for UU3D and is able to open/import/export most of ETW file formats (models), open most NTW file formats and some of S2TW ones.
      • Process :
        equipement.variant_part_mesh --(UU3D + plugins)--> equipment.fbx (2010 or 2012) --(3ds max)--> equipment.max --(3ds max 2010 + CS2 converter)--> equipment.CS2 --(BoB)--> new pack


    « 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

  10. #10

    Default Re: Rigging up new models in 3DS Max for Shogun 2

    Thanks,
    Just a couple of questions,;

    1. What is the CS2 Converter and were do I get it?

    2. What Version of 3ds max do I need, does it have to be 2010 or can it be 2010 or latter?

    Thanks for your help,
    xoGIORGIOox

  11. #11
    wangrin's Avatar Unguibus et Rostro
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    Default Re: Rigging up new models in 3DS Max for Shogun 2

    CS2 converter is an plugin for 3ds max provided with Assembly Kit.
    It work only with 3ds max 2009 and 2010.
    CS2 converter allow you to export .max model to CS2 file format.
    CS2 file format is used by BoB to automatically create S2TW/FotS file formats for models.

    So, you will necessarily need 3ds max 2010 to convert models.
    But, as .max models provided by CA with its Assembly Kit use a newer version of .max you will also need 3ds max 2012 or higher to open and then, convert them, to .max 2010 file format.


    « 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

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