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Thread: [Variant Editor] How to add mesh subcategories to a definition?

  1. #1

    Default [Variant Editor] How to add mesh subcategories to a definition?

    I've been working with the Variant Editor for a quite a while now, but I still don't know to add a subcategory to a definition. To explain what I mean:



    The armour category is broken down to clothing, clothing2 and frill subcategories. How does one add a new subcategory to that tree? Adding mesh or empty mesh doesn't create a new one...

  2. #2
    Commissar Caligula_'s Avatar The Ecstasy of Potatoes
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    Default Re: [Variant Editor] How to add mesh subcategories to a definition?

    You'll have to edit the variantmeshdefinition file with Notepad++ or a similar tool to manually add in a sub-category.



  3. #3

    Default Re: [Variant Editor] How to add mesh subcategories to a definition?

    Thanks, that did the trick! It works like html code:

    <SLOT name="cloaks" >
    <VARIANT_MESH_REFERENCE definition="variantmeshes\_variantmodels\man\pelts/leopard_pelts.VariantMeshDefinition" />
    </SLOT>

  4. #4
    Commissar Caligula_'s Avatar The Ecstasy of Potatoes
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    Default Re: [Variant Editor] How to add mesh subcategories to a definition?

    Yup. Just be aware there's a cap to how many variants/how much variety a unit can have (I don't know the exact number).
    Do you know how imposter models work with variantmeshdefinitions?



  5. #5

    Default Re: [Variant Editor] How to add mesh subcategories to a definition?

    No, I don't know about that - I've seen that in the editor, but haven't touched that yet.
    Last edited by Magas of Cyrene; August 06, 2017 at 03:31 PM.

  6. #6
    Commissar Caligula_'s Avatar The Ecstasy of Potatoes
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    Default Re: [Variant Editor] How to add mesh subcategories to a definition?

    Basically imposter models are low-quality models that are used when you're looking at a unit from a distance. If you don't have them, the unit will be invisible at a distance whereas if you do have them, there'll be a low-quality model when viewing at a distance. Generally I'm pretty sure you want as few as possible, since they'll lag the system so just use them for big things such as skin, helmet, chest, legs and shield.

    Code:
                <SLOT name="armour" >
                    <VARIANT_MESH_REFERENCE definition="VariantMeshes/_VariantModels/gondor/clothing/gondor_infantry_armour.VariantMeshDefinition" />
                </SLOT>
                <SLOT name="arm_armour" >
                    <VARIANT_MESH model="VariantMeshes/_VariantModels/gondor/arm_armour/gondor_pauldrons.rigid_model_v2" />
                </SLOT>
                <SLOT name="shield" attach_point="weapon_03" >
                    <VARIANT_MESH model="VariantMeshes/_VariantModels/gondor/shield/gondor_infantry_shield.rigid_model_v2"  imposter_model="VariantMeshes/_VariantModels/gondor/shield/gondor_infantry_shield.rigid_model_v2" />
                </SLOT>
    So above we have three examples from Rise of Mordor for Attila. The first thing is a variantmeshdefinition, the second thing is a model by itself, and the third thing is a model with an imposter model.
    When making a unit, you're making a variantmeshdefinition. So a variantmeshdefinition within that variantmeshdefinition is used if you want to group together a collection of models, and you're planning on using it for quite a few units. Its shown below. Also note how that variantmeshdefinition, within the variantmeshdefinition, also has a third layer of variantmeshdefinitions.
    The second thing is the model by itself. Because its just a pauldron, and it isn't a very big model, it doesn't get an imposter model to save space.
    The third thing is the shield, which does have an imposter model because its a fairly large piece.

    Its generally easier to just apply the imposter model manually, using Notepad++ rather than through the Variant Editor/Assembly Kit. To check how the imposter models look, change the quality button in the bottom left corner from High to Imposter Low as shown here with a vanilla unit which changes its tunic. If you have like 5 different helmet models, use the same imposter for each.

    Spoiler Alert, click show to read: 
    Code:
    <VARIANT_MESH>
        <SLOT name="armour" >
            <VARIANT_MESH model="VariantMeshes/_VariantModels/gondor/armour/gondor_infantry_armour.rigid_model_v2"  imposter_model="VariantMeshes/_VariantModels/gondor/armour/gondor_infantry_armour.rigid_model_v2"  decal_diffuse="VariantMeshes/_VariantModels/man/patterns/blank/decal_diffuse"  decal_normal="VariantMeshes/_VariantModels/man/patterns/blank/decal_normal" >
                <SLOT name="belts" >
                    <VARIANT_MESH model="VariantMeshes/_VariantModels/gondor/accessories/gondor_infantry_belt_01.rigid_model_v2" />
                </SLOT>
                <SLOT name="tunics" >
                    <VARIANT_MESH_REFERENCE definition="variantmeshes\_variantmodels\gondor\tunics/gondor_infantry_tunics.VariantMeshDefinition" />
                </SLOT>
                <SLOT name="trousers" >
                    <VARIANT_MESH_REFERENCE definition="variantmeshes\_variantmodels\gondor\trousers/gondor_infantry_trousers.VariantMeshDefinition" />
                </SLOT>
                <SLOT name="shoes" >
                    <VARIANT_MESH_REFERENCE definition="variantmeshes\_variantmodels\gondor\shoes/gondor_shoes_cut.VariantMeshDefinition" />
                </SLOT>
            </VARIANT_MESH>
        </SLOT>
    </VARIANT_MESH>



  7. #7
    Magnar's Avatar Artifex
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    Default Re: [Variant Editor] How to add mesh subcategories to a definition?

    general rule of thumb, use the vanilla imposters unless you are familiar enough to know what you are doign with them.

    rome 2 has max 5 variants per slot.

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