Page 2 of 2 FirstFirst 12
Results 21 to 31 of 31

Thread: Needed: Simple Tutorial for exporting and importing S2TW Equipment model Modifications

  1. #21
    wangrin's Avatar Unguibus et Rostro
    Patrician Artifex

    Join Date
    Feb 2005
    Location
    France
    Posts
    4,397

    Default Re: Needed: Simple Tutorial for exporting and importing S2TW Equipment model Modifications

    The initial pose is the not a problem with skeleton I think, but the pose.
    Reference pose is the classic tpose.

    If you look at Strip_Armour_Arm.max (for example), you will see that model is compsed of 3 layers :

    • 0 (default) : contain lod1 to lod4 models
    • Skeleton : contain man bones
    • Weapon bones : contain weapon1, weapon2 and weapon3


    So, skeleton is complete.
    I really don't understand why BoB said that it cannot recognize man_skeleton.


    Notes :
    If you want ot use the .fbx model, you will have to create layers according to .max models provided by CA.

    Last edited by wangrin; July 28, 2013 at 03:05 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

  2. #22

    Default Re: Needed: Simple Tutorial for exporting and importing S2TW Equipment model Modifications

    Wangrin,

    Would there be an alternative to using a .fbx??? Just wondering... what about .obj, or something else.

    Thanks for your time

  3. #23
    wangrin's Avatar Unguibus et Rostro
    Patrician Artifex

    Join Date
    Feb 2005
    Location
    France
    Posts
    4,397

    Default Re: Needed: Simple Tutorial for exporting and importing S2TW Equipment model Modifications

    .obj didn't keep bones, so, you cannot use this file format.
    You can use .fbx, probably .dae (collada) and .ms3d (but I don't know if it is possible to open it with 3ds max through plugin).
    Maybe C4D too ?

    You have to use a file format that keep informations needed : bones, UVmap, etc.


    « 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

  4. #24
    wangrin's Avatar Unguibus et Rostro
    Patrician Artifex

    Join Date
    Feb 2005
    Location
    France
    Posts
    4,397

    Default Re: Needed: Simple Tutorial for exporting and importing S2TW Equipment model Modifications

    I think that skeleton in include in .max model.
    To hide/unhide bones (and skeleton), you have two possibilities :
    1. Use LAYERS
      • Go to MANAGE LAYERS button
      • Expand SKELETON layer and unhide bones (click on the small bulb to unhide object)

    2. Use UNHIDE BY NAME
      • right click on model view and select UNHIDE BY NAME
      • Go to SELECT BY NAME button
      • Select bones (you can hide other object and keep only bones (keep DISLAY BONES selected) and then select all of them)
      • click OK to validate your selection



    PROCESS :


    EQUIPMENT.MAX STRUCTURE :

    Tex folder is used to store model's textures.

    DEFAULT layer :
    Not sure about its use, need some more researches.

    EQUIPMENTS layers :
    One per equipment.
    Contain all lods needed by equipment, from lod1 to lod4, but not necessarily as could be limited to lod1 and lod2 for example.
    Can contain different mesh, such as katana and katana_scabard for example.

    SKELETON layer :
    Contain all bones used by model (example : all Man_skeleton bones)

    WEAPON BONES layer :
    Contain bones dedicated to weapons.
    They are only three : weapon1, weapon2 and weapon3
    Last edited by wangrin; August 08, 2013 at 02:20 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

  5. #25
    spartan_warrior's Avatar Combating the ignorant
    Join Date
    Oct 2004
    Location
    NS, Canada
    Posts
    840

    Default Re: Needed: Simple Tutorial for exporting and importing S2TW Equipment model Modifications

    If anyone is interested, here is a equipment.max file which is able to be successfully processed to work in the game.
    Attached Files Attached Files

  6. #26
    wangrin's Avatar Unguibus et Rostro
    Patrician Artifex

    Join Date
    Feb 2005
    Location
    France
    Posts
    4,397

    Default Re: Needed: Simple Tutorial for exporting and importing S2TW Equipment model Modifications

    Thank you very much Spartan_Warrior.
    I will try to have a look to the problem this weekend.


    EDIT : I'm trying to collect some posts of mine about modeling with 3ds max.

    Rigging up new models in 3DS Max for Shogun 2 - post #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.


    #2


    Rigging up new models in 3DS Max for Shogun 2 - post #5
    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%).



    #5
    Last edited by wangrin; August 09, 2013 at 02:53 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
    Patrician Artifex

    Join Date
    Feb 2005
    Location
    France
    Posts
    4,397

    Default Re: Needed: Simple Tutorial for exporting and importing S2TW Equipment model Modifications

    I've worked on Spartan_Warrior and your equipment model.
    I've used Spartan_Warrior model as a base and I've merged yours in it :



    Now, I didn't have problems with skeleton, but I still have problems with textures.



    I have to figure what materials to use now.

    1. 2.

    1. Spartan_Warrior equipment materials
    2. test equipment materials



    Again, it is very important to keep model structure based on CA examples.
    Last edited by wangrin; August 10, 2013 at 12:22 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

  8. #28
    wangrin's Avatar Unguibus et Rostro
    Patrician Artifex

    Join Date
    Feb 2005
    Location
    France
    Posts
    4,397

    Default Re: Needed: Simple Tutorial for exporting and importing S2TW Equipment model Modifications

    Looking at variant parts for units, structure seems to be slightly different :


    Model name is generally composed of item names, such as jin_Baori or Haidate, and sometime a suffix is added such as hand, arms, etc.
    I think that using prefix is better to quickly understand what variant part model is (arms, head, hands, torso, shoulders, etc.).




    So, when creating a model (equipment or unit part) :

    CREATING A MODEL : BASE RULES 1. use the very same structure for layers and textures thant the one use by CA
    2. unhide skeleton
    3. take care that no vertex is unassigned to at least one bone and at maximum to two bones



    Notes that several raw models look like corrupted (skeleton and meshes) :



    « 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: Needed: Simple Tutorial for exporting and importing S2TW Equipment model Modifications

    Wow, Lots of progress made... I havent been on in a while. Its going to take me a while to sift through this. I really like the flow chart, that will be very helpful in simplifying workflow!!!

    AWESOME!!!

  10. #30

    Default Re: Needed: Simple Tutorial for exporting and importing S2TW Equipment model Modifications

    I'm interested in editing the textures/ colors of all the katana, yari, naginata into lightsaber blades. I have no experience modding at all. How would I achieve this?

  11. #31
    wangrin's Avatar Unguibus et Rostro
    Patrician Artifex

    Join Date
    Feb 2005
    Location
    France
    Posts
    4,397

    Default Re: Needed: Simple Tutorial for exporting and importing S2TW Equipment model Modifications

    To edit textures, as long as you don't modify the model, you can simply use a graphic editor such as The Gimp, Photoshop or even Paint.Net.
    This thread is mostly about modeling, eg. 3d modding.
    Textures are part of 2D modding.

    You can have a look here : Empire Mod Workshop > Textures, Models, Animations > Creating Unit Textures
    You can also have a look to the scriptorium : [Modding] Photoshop Skinning Tutorials

    I suppose several thread exist in NTW and here, in S2TW modding workshop, but it seems that search engine is broken.
    I will send you link if I find some of them.


    « 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

Page 2 of 2 FirstFirst 12

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •