I want to get missing elements (correctly centurion's crest, more Gallic helmets)
I don't care, Vanilla looks good
I too am ashamed that i didn't first ask what it is you want exactly.
What you have now is a model and you are looking for it to be textured in a style of your choosing.
Do I have that right?
What's the location of the armor in the pack?
celtic_chainmail_cuirass (.obj and original .rigid_model_v2 files)
You can use previous UVmap picture as a base to create the new texture.
You will then need to edit the model using a hexadecimal editor (wxHexEditor for example) and modify textures names.
Looks like Jack is reading this thread as I writing it. Let's hope he will give us some answers on KLA's findings
thanks for the uploadWhere is this UV image?
I'll assume this is unwrapped, so the top section is the skirt of the armor.
I have no clue how the smaller rectangles go for the straps.
I can only make an educated guess and hope for the best.
And why would I need to manipulate binary information?
Last edited by omzdog; December 22, 2013 at 02:20 PM.
To tell to the game what texture use because the texture file name is define inside the model and not in db tables.
As far as I know, we have to editor able to open AND SAVE models to .rigid_model_v2 file format. So, the only possibility is to edit binaries...
If you don't edit the model to replace the previous textures files names, it will not use your new textures.
Wow that's rudimentary.
And would also explain why my UI icon's mod never worked.
You'd think we'd have a tool for that.
The DB should be the place to organize associational references.
I have no clue how the smaller rectangles go for the straps.
I can only make an educated guess and hope for the best.
Simple choice looking at the model
Last edited by omzdog; December 22, 2013 at 02:34 PM.
It would be awesome to have all those missing elements back.
db were the place, particularly with ETW tables.
But .rigid_model files have always work like this, material name (textures) are define inside the model.
db tables were only use to define the folder path.
In this case, the trick was to create several folders to store textures:
\variantmeshes\_variantmodels\man\armour\tex\celtic_celtic_leather_cuirass\
\variantmeshes\_variantmodels\man\armour\tex\celtic_celtic_bronze_cuirass\
etc.
But I didn't have a real look to TW:R2 db tables, so I don't know how textures folder path is defined.
I'm underway in creating the texture and it looks tolerable even though I can't see a 3d image of its application,
but I'm anticipating hitting a wall on this HexEditor business.
Since I'm only changing the image itself,
why does the engine interpret a change in sheet reference?
The dds should still apply no?
Ahh, Dontfearme is looking to add some additional armor variation.
Well this is interesting isn't it.
Last edited by omzdog; December 22, 2013 at 02:49 PM.
You can use the .obj model to look how the texture look like.
What 3d software(s) do you have ?
Oh right, my brain is going haywire, I've been thinking only about this hex stuff and how I can still make my UI mod.
This just requires fully Mapping the model in the same way it was done before.
So you're saying that in the case of creating variant models, its the texturers job to define associations.
Interesting TW franchise is interesting.
Last edited by omzdog; December 22, 2013 at 02:59 PM.
Not necessarily the texturer. But someone must do it.
When I create .rigid_models for ETW, it's me, as modeler that create such association.
But we have converter for ETW (UU3D + ETW plugin), NTW (UU3D + ETW plugin, VPM for MilkShape) and TW:S2 (UU3D + ETW plugin and CS2 exporter) models files formats, something we have not yet for TWR2.
Note that, if it is possible to use folder path system, editing binaries will not be necessary.
The only way I've been able to get the current roman crests to be transverse is to create a new crest based on one of the greek transverse ones. Replace the skin in the same area with the roman one and play around with proportions. But ideally, we shouldn't have to do that in the first place.
That's too funny. I think jack as the lead unit developer is responsible for units stats. Making sure units are balanced and look as historical as possible would be some of his jobs i guess which would be pretty hard work.
He probably didn't make any unit textures. I've never seen him post rome 2 unit textures that he mentions are made by him.
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KLA this helmet isn't in the game, but is it in the files somewhere? If it's not then wtf CA??
Last edited by zeroFreeze; December 24, 2013 at 04:40 AM.
Again, if peoples want to have a look to TW:R2 models, install Ultimate Unwrap 3D demo and its ETW plugin.
You will be able to open models and check them, but not save nor export them.
You can have a look to this thread : [Resource] Rome II rigid_model_v2 editor/ exporter ms3d
Post #22 explain how to proceed.
"God helps those that help themselves."