Yes and no... The bits in blockset/animations are all the same, so it's not anything to do with those or the anim meshes. But the bits within the cities' .animinstances file do vary. I'm not sure which one IWTE picks by default to copy if you re-assign an anim/collision but presumably either first or last currently, we hadn't noticed that causing such a bad mismatch before, but now that looks like an problem, wd will have a look at fixing that so its selectable which one you're copying which should help...
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IWTE functions for RR - Unit models in RR
Visit Total War Center Wiki for:
Total War Mods - Modding Portal - Total War Series
M2TW Modding - Battle Map Buildings - Techtrees - worldpkgdesc
Rome Remastered Modding - New Campaign Map
IWTE functions for RR - Unit models in RR
Any news on this? If not no problem as I figured out a way to make it use the animation from the not dark gate object. Before picking the animation from the vanilla aztec city I deleted the structure that contained the very dark gate objects, this way it had to pick from one of the not dark ones, I wonder why I didnt think of that earlier...
Ooops - sorry entirely forgot this (and we've been away a bit...)
Yes that works - think we did it before to avoid wall anim chunks with the 'disco lighting' effect.
anyway have reminded wd
Visit Total War Center Wiki for:
Total War Mods - Modding Portal - Total War Series
M2TW Modding - Battle Map Buildings - Techtrees - worldpkgdesc
Rome Remastered Modding - New Campaign Map
IWTE functions for RR - Unit models in RR
Finally I have something (hopefully) useful to share in this thread, maybe my previous posts in here can be moved into the general discussions thread or deleted as they rather cause confusion^^
1) Alright, so I think I finally figured how to fix the smoothing issues on round objects from vanilla, not sure how obvious this is/was to others but welding seems to (besides welding overlapping vertices) also apply a smoothing group to the welded model parts.
A quick video showing the process, in the end you can also see how moving/rotating the object around doesnt affect the smoothing:
Spoiler Alert, click show to read:
2) Very minor tip, rotate models around the origin instead of "center of mass" to keep things aligned with the grid.
3) Use the region uv map tool to get accurate uv unwraps on doors, windows, arches, anything that is not a plane essentially. I suck at explaining in words, so here goes another video showing how its done, also shows the 4x4 plane creation/uv-ing bits mak explains in the first post:
Spoiler Alert, click show to read: