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  1. #1
    Alletun's Avatar Artifex
    Join Date
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    Denmark
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    Default Re: Strat Map Models Reloaded

    if your going into unit making this might help you out. it also covers basic photoshop:
    http://www.twcenter.net/forums/downl...o=file&id=1672
    Unit makers Tome of Knowledge:
    http://www.twcenter.net/forums/showthread.php?t=127787
    Warhammer: Total war modeller. Orc & Goblins (GREENSKINS!) creator
    http://forums.totalwar.org/vb/showthread.php?t=90663&page=2
    Third Age: Total war. Modeling and Skinning. Working on Isengard.

  2. #2

    Default Re: Strat Map Models Reloaded

    Quote Originally Posted by Alletun View Post
    if your going into unit making this might help you out. it also covers basic photoshop:
    http://www.twcenter.net/forums/downl...o=file&id=1672
    Indeed! I already have it downloaded. One of the best written tutorials on TWC, by the way. Easy to understand and follow. Don't know what we'd do without you, Alletun!

  3. #3
    Werebear's Avatar For Mother Russia
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    Default Re: Strat Map Models Reloaded

    I have this message when i try to export .cas "mesh object helm_1 must have bone as it parent". Whats wrong?

  4. #4
    Werebear's Avatar For Mother Russia
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    Default Re: Strat Map Models Reloaded

    And can you make tutorial how to merge unit and weapon textures. And how to add weapon texture to strat model, plz...

  5. #5

    Default Re: Strat Map Models Reloaded

    Hey guys,

    I was just wondering, is it possible to have one general/king strat model per faction ? I want to use different models for all factions.

    TTW GRANDMASTER

  6. #6
    wilddog's Avatar Paintedwolves run free
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    Default Re: Strat Map Models Reloaded

    I was just wondering, is it possible to have one general/king strat model per faction ? I want to use different models for all factions.
    you can have one for each king, each heir and some of the named characters if you really want to in Kingdoms (not sure what the max limit is). Can also have different princess models as well.

  7. #7

    Default Re: Strat Map Models Reloaded

    Great, thanks a lot.

    I will do that. One model for each king\faction.

    TTW GRANDMASTER

  8. #8

    Default Re: Strat Map Models Reloaded

    You can have an almost unlimited number of stratmap-models. Even different ones for each faction. My mod is currently set up for 5 unique stratmodels per faction.

    The stratmodels depend on the 'level' effect of some traits. These are modable and I've not yet reached any limit for that level.

    Cheers!

    Retired creator of 'Das Heilige Römische Reich' - Get v. 0.7 here.
    -------------------------------------------------------------
    Visit my homepage.
    --------------------------------------------
    Proud son of jimkatalanos, grandson of Garbarsardar and father of DerDiskusWerfer and HannibalExMachina.

  9. #9

    Default Re: Strat Map Models Reloaded

    This an error i got from what i did:
    I convert a .cas file with goat then i open it in milkshape and export the strat model into 3ds format later i import this file in gmax and i got no skeleton(bones9 any suggestions

    Spoiler Alert, click show to read: 
    Welcome to MAXScript.

    ==================================================================
    Beginning file import
    ==================================================================
    Read vertex section: 1749 vertices read...

    Read triangle section: 1976 triangles read...

    For group 1, we have 364 triangles, with a Milkshape material index of 0
    For group 2, we have 824 triangles, with a Milkshape material index of 0
    For group 3, we have 612 triangles, with a Milkshape material index of 0
    For group 4, we have 176 triangles, with a Milkshape material index of 0
    Read group section: 4 groups read...

    Bone: bone_pelvis, with parent , rotation frames: 0, position frames 0
    Localpos: (0.0, 0.0, 0.0), localrot: (0.0, 0.0, 0.0)
    -------------- Milkshape anim rotations in radians -------------
    ----------------- Milkshape anim positions ---------------------
    Bone: bone_RThigh, with parent bone_pelvis, rotation frames: 0, position frames 0
    Localpos: (-0.095239, 0.000752307, 0.0), localrot: (0.0, 0.0, 0.0)
    -------------- Milkshape anim rotations in radians -------------
    ----------------- Milkshape anim positions ---------------------
    Bone: bone_Rlowerleg, with parent bone_RThigh, rotation frames: 0, position frames 0
    Localpos: (-0.0234128, -0.464604, -0.00499517), localrot: (0.0, 0.0, 0.0)
    -------------- Milkshape anim rotations in radians -------------
    ----------------- Milkshape anim positions ---------------------
    Bone: bone_Rfoot, with parent bone_Rlowerleg, rotation frames: 0, position frames 0
    Localpos: (-0.0231562, -0.400625, -0.012405), localrot: (0.0, 0.0, 0.0)
    -------------- Milkshape anim rotations in radians -------------
    ----------------- Milkshape anim positions ---------------------
    Bone: bone_abs, with parent bone_pelvis, rotation frames: 0, position frames 0
    Localpos: (0.0, 0.212462, 0.0), localrot: (0.0, 0.0, 0.0)
    -------------- Milkshape anim rotations in radians -------------
    ----------------- Milkshape anim positions ---------------------
    Bone: bone_torso, with parent bone_abs, rotation frames: 0, position frames 0
    Localpos: (0.00029455, 0.211558, 0.0), localrot: (0.0, 0.0, 0.0)
    -------------- Milkshape anim rotations in radians -------------
    ----------------- Milkshape anim positions ---------------------
    Bone: bone_head, with parent bone_torso, rotation frames: 0, position frames 0
    Localpos: (6.1739e-005, 0.234973, 0.0), localrot: (0.0, 0.0, 0.0)
    -------------- Milkshape anim rotations in radians -------------
    ----------------- Milkshape anim positions ---------------------
    Bone: bone_cloak_top, with parent bone_torso, rotation frames: 0, position frames 0
    Localpos: (-0.00401398, -0.0843266, -0.203988), localrot: (0.0, 0.0, 0.0)
    -------------- Milkshape anim rotations in radians -------------
    ----------------- Milkshape anim positions ---------------------
    Bone: bone_cloak_mid, with parent bone_cloak_top, rotation frames: 0, position frames 0
    Localpos: (0.0, -0.260294, -0.0697457), localrot: (0.0, 0.0, 0.0)
    -------------- Milkshape anim rotations in radians -------------
    ----------------- Milkshape anim positions ---------------------
    Bone: bone_cloak_bottom, with parent bone_cloak_mid, rotation frames: 0, position frames 0
    Localpos: (0.0, -0.260027, -0.069674), localrot: (0.0, 0.0, 0.0)
    -------------- Milkshape anim rotations in radians -------------
    ----------------- Milkshape anim positions ---------------------
    Bone: bone_Rupperarm, with parent bone_torso, rotation frames: 0, position frames 0
    Localpos: (-0.178614, 0.0782279, -0.0239007), localrot: (0.0, 0.0, 0.0)
    -------------- Milkshape anim rotations in radians -------------
    ----------------- Milkshape anim positions ---------------------
    Bone: bone_Relbow, with parent bone_Rupperarm, rotation frames: 0, position frames 0
    Localpos: (-0.302208, 0.0110892, -0.0137861), localrot: (0.0, 0.0, 0.0)
    -------------- Milkshape anim rotations in radians -------------
    ----------------- Milkshape anim positions ---------------------
    Bone: bone_Rhand, with parent bone_Relbow, rotation frames: 0, position frames 0
    Localpos: (-0.283837, -0.00300665, 0.0263545), localrot: (0.0, 0.0, 0.0)
    -------------- Milkshape anim rotations in radians -------------
    ----------------- Milkshape anim positions ---------------------
    Bone: bone_Lupperarm, with parent bone_torso, rotation frames: 0, position frames 0
    Localpos: (0.178025, 0.0782278, -0.0239007), localrot: (0.0, 0.0, 0.0)
    -------------- Milkshape anim rotations in radians -------------
    ----------------- Milkshape anim positions ---------------------
    Bone: bone_Lelbow, with parent bone_Lupperarm, rotation frames: 0, position frames 0
    Localpos: (0.302208, 0.0110891, -0.0137861), localrot: (0.0, 0.0, 0.0)
    -------------- Milkshape anim rotations in radians -------------
    ----------------- Milkshape anim positions ---------------------
    Bone: bone_Lhand, with parent bone_Lelbow, rotation frames: 0, position frames 0
    Localpos: (0.283837, -0.00300655, 0.0263546), localrot: (0.0, 0.0, 0.0)
    -------------- Milkshape anim rotations in radians -------------
    ----------------- Milkshape anim positions ---------------------
    Bone: bone_LThigh, with parent bone_pelvis, rotation frames: 0, position frames 0
    Localpos: (0.095239, 0.000752349, 0.0), localrot: (0.0, 0.0, 0.0)
    -------------- Milkshape anim rotations in radians -------------
    ----------------- Milkshape anim positions ---------------------
    Bone: bone_Llowerleg, with parent bone_LThigh, rotation frames: 0, position frames 0
    Localpos: (0.0234127, -0.464604, -0.00499525), localrot: (0.0, 0.0, 0.0)
    -------------- Milkshape anim rotations in radians -------------
    ----------------- Milkshape anim positions ---------------------
    Bone: bone_Lfoot, with parent bone_Llowerleg, rotation frames: 0, position frames 0
    Localpos: (0.0231561, -0.400625, -0.012405), localrot: (0.0, 0.0, 0.0)
    -------------- Milkshape anim rotations in radians -------------
    ----------------- Milkshape anim positions ---------------------
    Bone: Particle View 01, with parent Scene Root, rotation frames: 0, position frames 0
    Localpos: (0.0, 0.0, 0.0), localrot: (0.0, 0.0, 0.0)
    -------------- Milkshape anim rotations in radians -------------
    ----------------- Milkshape anim positions ---------------------
    Read joint section: 20 bones read...

    firstsubversion = 1

    Read 4 group comments
    Read 2 material comments
    Read 0 joint comments
    Read 1 model comments

    secondsubversion = 2

    Read weighting section, read 1749 secondary Ids, primary weights, and secondary weights...
    Sucessfully read through the specified .ms3d file...

    -- Error occurred in ImportMS3DFile()
    -- Frame:
    -- filedata: #MS3DFILEDATA(vertexsection:#VERTEXSECTIONDATA(vert_array:#([0.155419,-0.163364,0.284208], [0.206723,-0.0234812,0.284208], [0.220152,-0.0416677,0.161262], [0.152658,-0.176058,0.143567], [0.171372,0.111308,0.284208], [0.157159,0.104833,0.146505], [0.182719,-0.101722,0.509151], [0.154395,-0.00911926,0.569793], [0.212996,-0.0223221,0.568053], [0.220065,-0.0782481,0.502632], [0.193759,-0.129639,0.425846], [0.193791,0.108989,0.543991], [0.194547,0.140985,0.499603], [0.220288,0.127246,0.489112], [0.190863,0.141949,0.427061], [0.154395,-0.00911926,0.569793], [0.154031,0.0680813,0.582087], [0.211583,0.0640582,0.572718], [0.212996,-0.0223221,0.568053], [0.22352,0.0605427,0.555231], ...), primaryboneId_array:#(5, 5, 1, 1, 8, 1, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, ...)), trianglesection:#TRIANGLESECTIONDATA(face_array:#([1,3,2], [3,1,4], [2,6,5], [6,2,3], [7,9,8], [10,7,11], [12,14,13], [14,15,13], [16,18,17], [18,16,19], [12,20,14], [20,12,18], [21,15,14], [15,21,22], 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    -- face_array: undefined
    -- groupflag_array: undefined
    -- mesh_array: undefined
    -- ms3dfilename: "D:\programs and files for modding\Mounted mesh converter(start_models)\late_general_northern.ms3d"
    -- originaldir: "D:\programs and files for modding\Mounted mesh converter(start_models)\"
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    -- rstr: undefined
    -- animrot_array: undefined
    -- bones_array: #([0,0,0], [-0.095239,0,0.000752307], [-0.0234128,0.00499517,-0.464604], [-0.0231562,0.012405,-0.400625], [0,0,0.212462], [0.00029455,0,0.211558], [6.1739e-005,0,0.234973], [-0.00401398,0.203988,-0.0843266], [0,0.0697457,-0.260294], [0,0.069674,-0.260027], [-0.178614,0.0239007,0.0782279], [-0.302208,0.0137861,0.0110892], [-0.283837,-0.0263545,-0.00300665], [0.178025,0.0239007,0.0782278], [0.302208,0.0137861,0.0110891], [0.283837,-0.0263546,-0.00300655], [0.095239,0,0.000752349], [0.0234127,0.00499525,-0.464604], [0.0231561,0.012405,-0.400625], [0,0,0])
    -- secondaryboneId_array: undefined
    -- numGroups: undefined
    -- animpostime_array: undefined
    -- primaryboneId_array: undefined
    -- posoffset: undefined
    -- nframes: undefined
    -- tangentspacestr: undefined
    -- absbones_array: undefined
    -- grouptype_array: undefined
    -- nbonespos: undefined
    -- grpuvwcoord_array: undefined
    -- ystr: undefined
    -- grpprimwt_array: undefined
    -- animpos_array: undefined
    -- filename: "late_general_northern"
    -- nmodelcomments: 1
    -- pnodes: undefined
    -- p: undefined
    -- vert_array: undefined
    -- grpprimId_array: undefined
    -- nbonesrot: undefined
    -- nbones: undefined
    -- grpmatId_array: undefined
    -- modelcomments_array: #("4 16 3 0 0 16 8 0 0 16 10 0 0 114 5 1 1 textures\late_general_england_strat.tga 1.0 1.0 1.0 1.0 0.588235318661 0.588235318661 0.588235318661 0.588235318661 0.588235318661 0.588235318661 0.0 0.0 0.0 0.0")
    -- uvw_array: undefined
    -- fid: <BinStream:>
    -- commentstring: "4 16 3 0 0 16 8 0 0 16 10 0 0 114 5 1 1 textures\late_general_england_strat.tga 1.0 1.0 1.0 1.0 0.588235318661 0.588235318661 0.588235318661 0.588235318661 0.588235318661 0.588235318661 0.0 0.0 0.0 0.0"
    -- boundingspherestring: undefined
    -- numkeyframesrot_array: undefined
    -- doanimation: undefined
    -- called in importButton()
    -- Frame:
    ==================================================================
    Beginning file import
    ==================================================================
    Read vertex section: 1234 vertices read...

    Read triangle section: 1586 triangles read...

    For group 1, we have 1586 triangles, with a Milkshape material index of 0
    Read group section: 1 groups read...

    Bone: bone_pelvis, with parent , rotation frames: 0, position frames 0
    Localpos: (0.0, 0.0, 0.0), localrot: (0.0, 0.0, 0.0)
    -------------- Milkshape anim rotations in radians -------------
    ----------------- Milkshape anim positions ---------------------
    Bone: bone_RThigh, with parent bone_pelvis, rotation frames: 0, position frames 0
    Localpos: (-0.095239, 0.000752307, 0.0), localrot: (0.0, 0.0, 0.0)
    -------------- Milkshape anim rotations in radians -------------
    ----------------- Milkshape anim positions ---------------------
    Bone: bone_Rlowerleg, with parent bone_RThigh, rotation frames: 0, position frames 0
    Localpos: (-0.0234128, -0.464604, -0.00499517), localrot: (0.0, 0.0, 0.0)
    -------------- Milkshape anim rotations in radians -------------
    ----------------- Milkshape anim positions ---------------------
    Bone: bone_Rfoot, with parent bone_Rlowerleg, rotation frames: 0, position frames 0
    Localpos: (-0.0231562, -0.400625, -0.012405), localrot: (0.0, 0.0, 0.0)
    -------------- Milkshape anim rotations in radians -------------
    ----------------- Milkshape anim positions ---------------------
    Bone: bone_abs, with parent bone_pelvis, rotation frames: 0, position frames 0
    Localpos: (0.0, 0.212462, 0.0), localrot: (0.0, 0.0, 0.0)
    -------------- Milkshape anim rotations in radians -------------
    ----------------- Milkshape anim positions ---------------------
    Bone: bone_torso, with parent bone_abs, rotation frames: 0, position frames 0
    Localpos: (0.00029455, 0.211558, 0.0), localrot: (0.0, 0.0, 0.0)
    -------------- Milkshape anim rotations in radians -------------
    ----------------- Milkshape anim positions ---------------------
    Bone: bone_head, with parent bone_torso, rotation frames: 0, position frames 0
    Localpos: (6.1739e-005, 0.234973, 0.0), localrot: (0.0, 0.0, 0.0)
    -------------- Milkshape anim rotations in radians -------------
    ----------------- Milkshape anim positions ---------------------
    Bone: bone_cloak_top, with parent bone_torso, rotation frames: 0, position frames 0
    Localpos: (-0.00401398, -0.0843266, -0.203988), localrot: (0.0, 0.0, 0.0)
    -------------- Milkshape anim rotations in radians -------------
    ----------------- Milkshape anim positions ---------------------
    Bone: bone_cloak_mid, with parent bone_cloak_top, rotation frames: 0, position frames 0
    Localpos: (0.0, -0.260294, -0.0697457), localrot: (0.0, 0.0, 0.0)
    -------------- Milkshape anim rotations in radians -------------
    ----------------- Milkshape anim positions ---------------------
    Bone: bone_cloak_bottom, with parent bone_cloak_mid, rotation frames: 0, position frames 0
    Localpos: (0.0, -0.260027, -0.069674), localrot: (0.0, 0.0, 0.0)
    -------------- Milkshape anim rotations in radians -------------
    ----------------- Milkshape anim positions ---------------------
    Bone: bone_Rupperarm, with parent bone_torso, rotation frames: 0, position frames 0
    Localpos: (-0.178614, 0.0782279, -0.0239007), localrot: (0.0, 0.0, 0.0)
    -------------- Milkshape anim rotations in radians -------------
    ----------------- Milkshape anim positions ---------------------
    Bone: bone_Relbow, with parent bone_Rupperarm, rotation frames: 0, position frames 0
    Localpos: (-0.302208, 0.0110892, -0.0137861), localrot: (0.0, 0.0, 0.0)
    -------------- Milkshape anim rotations in radians -------------
    ----------------- Milkshape anim positions ---------------------
    Bone: bone_Rhand, with parent bone_Relbow, rotation frames: 0, position frames 0
    Localpos: (-0.283837, -0.00300665, 0.0263545), localrot: (0.0, 0.0, 0.0)
    -------------- Milkshape anim rotations in radians -------------
    ----------------- Milkshape anim positions ---------------------
    Bone: bone_Lupperarm, with parent bone_torso, rotation frames: 0, position frames 0
    Localpos: (0.178025, 0.0782278, -0.0239007), localrot: (0.0, 0.0, 0.0)
    -------------- Milkshape anim rotations in radians -------------
    ----------------- Milkshape anim positions ---------------------
    Bone: bone_Lelbow, with parent bone_Lupperarm, rotation frames: 0, position frames 0
    Localpos: (0.302208, 0.0110891, -0.0137861), localrot: (0.0, 0.0, 0.0)
    -------------- Milkshape anim rotations in radians -------------
    ----------------- Milkshape anim positions ---------------------
    Bone: bone_Lhand, with parent bone_Lelbow, rotation frames: 0, position frames 0
    Localpos: (0.283837, -0.00300655, 0.0263546), localrot: (0.0, 0.0, 0.0)
    -------------- Milkshape anim rotations in radians -------------
    ----------------- Milkshape anim positions ---------------------
    Bone: bone_LThigh, with parent bone_pelvis, rotation frames: 0, position frames 0
    Localpos: (0.095239, 0.000752349, 0.0), localrot: (0.0, 0.0, 0.0)
    -------------- Milkshape anim rotations in radians -------------
    ----------------- Milkshape anim positions ---------------------
    Bone: bone_Llowerleg, with parent bone_LThigh, rotation frames: 0, position frames 0
    Localpos: (0.0234127, -0.464604, -0.00499525), localrot: (0.0, 0.0, 0.0)
    -------------- Milkshape anim rotations in radians -------------
    ----------------- Milkshape anim positions ---------------------
    Bone: bone_Lfoot, with parent bone_Llowerleg, rotation frames: 0, position frames 0
    Localpos: (0.0231561, -0.400625, -0.012405), localrot: (0.0, 0.0, 0.0)
    -------------- Milkshape anim rotations in radians -------------
    ----------------- Milkshape anim positions ---------------------
    Read joint section: 19 bones read...

    firstsubversion = 1

    Read 1 group comments
    Read 2 material comments
    Read 0 joint comments
    Read 1 model comments

    secondsubversion = 2

    Read weighting section, read 1234 secondary Ids, primary weights, and secondary weights...
    Sucessfully read through the specified .ms3d file...

    Spoiler Alert, click show to read: 
    in ImportMS3DFile()
    -- Frame:
    -- filedata: #MS3DFILEDATA(vertexsection:#VERTEXSECTIONDATA(vert_array:#([0,-0.126581,0.531893], [0.148593,-0.094635,0.51644], [0.151737,-0.126038,0.460773], [0,-0.156285,0.463778], [0.13797,-0.151536,0.301826], [0,-0.188394,0.301559], [0.0959657,-0.149801,0.144633], [1.87566e-005,-0.179968,0.130473], [0.198127,-0.0870907,0.440136], [0.191586,-0.107024,0.301313], [0.152071,-0.104148,0.162132], [0.208951,-0.00358564,0.301567], [0.215974,0.0211556,0.405179], [0.179482,-0.0136262,0.182447], [0.0809513,-0.148444,0.0662245], [6.97049e-005,-0.173222,0.0521758], [0.142555,-0.101103,0.0877648], [0.170699,-0.0164199,0.125631], [0.172021,0.0826361,0.398227], [0.140364,0.0720787,0.301581], ...), primaryboneId_array:#(6, 6, 6, 6, 5, 5, 1, 1, 6, 5, 1, 5, 6, 1, 1, 1, 1, 1, 6, 5, ...)), trianglesection:#TRIANGLESECTIONDATA(face_array:#([1,3,2], [3,1,4], [5,4,6], [4,5,3], [7,6,8], [6,7,5], [9,5,10], [5,9,3], [11,5,7], [5,11,10], [12,9,10], [9,12,13], [14,10,11], [10,14,12], [15,8,16], [8,15,7], [17,7,15], [7,17,11], [18,11,17], [11,18,14], ...), uvw_array:#([0.527108,0.432585,0], [0.608905,0.424078,0], [0.610635,0.393436,0], [0.527108,0.39509,0], [0.602074,0.305941,0], [0.527108,0.305795,0], [0.579653,0.219413,0], [0.527108,0.211618,0], [0.651953,0.382076,0], [0.642853,0.305659,0], [0.630211,0.229045,0], [0.709166,0.304923,0], [0.704436,0.363032,0], [0.714972,0.238116,0], [0.570067,0.174052,0], [0.527108,0.166251,0], [0.610211,0.186013,0], [0.689072,0.207975,0], [0.732922,0.35926,0], [0.752043,0.304054,0], ...), groupindex_array:#(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, ...)), groupsection:#GROUPSECTIONDATA(selection_array:#(#(1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, ...)), matindex_array:#(1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, ...), meshname_array:#("Body")), jointsection:#JOINTSECTIONDATA(bonename_array:#("bone_pelvis", "bone_RThigh", "bone_Rlowerleg", "bone_Rfoot", "bone_abs", "bone_torso", "bone_head", "bone_cloak_top", "bone_cloak_mid", "bone_cloak_bottom", "bone_Rupperarm", "bone_Relbow", "bone_Rhand", "bone_Lupperarm", "bone_Lelbow", "bone_Lhand", "bone_LThigh", "bone_Llowerleg", "bone_Lfoot"), parentname_array:#("", "bone_pelvis", "bone_RThigh", "bone_Rlowerleg", "bone_pelvis", "bone_abs", "bone_torso", "bone_torso", "bone_cloak_top", "bone_cloak_mid", "bone_torso", "bone_Rupperarm", "bone_Relbow", "bone_torso", "bone_Lupperarm", "bone_Lelbow", "bone_pelvis", "bone_LThigh", "bone_Llowerleg"), bonesrot_array:#([0,0,0], [0,0,0], [0,0,0], [0,0,0], [0,0,0], [0,0,0], [0,0,0], [0,0,0], [0,0,0], [0,0,0], [0,0,0], [0,0,0], [0,0,0], [0,0,0], [0,0,0], [0,0,0], [0,0,0], [0,0,0], [0,0,0]), bonespos_array:#([0,0,0], [-0.095239,0,0.000752307], [-0.0234128,0.00499517,-0.464604], [-0.0231562,0.012405,-0.400625], [0,0,0.212462], [0.00029455,0,0.211558], [6.1739e-005,0,0.234973], [-0.00401398,0.203988,-0.0843266], [0,0.0697457,-0.260294], [0,0.069674,-0.260027], [-0.178614,0.0239007,0.0782279], [-0.302208,0.0137861,0.0110892], [-0.283837,-0.0263545,-0.00300665], [0.178025,0.0239007,0.0782278], [0.302208,0.0137861,0.0110891], [0.283837,-0.0263546,-0.00300655], [0.095239,0,0.000752349], [0.0234127,0.00499525,-0.464604], [0.0231561,0.012405,-0.400625]), animrot_array:#(), animrottime_array:#(), numkeyframesrot_array:#(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0), animpos_array:#(), animpostime_array:#(), numkeyframespos_array:#(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)), groupcomments:#GROUPCOMMENTSDATA(groupfullname_array:#("1 0.0 0.0 0.0 0.0 0.0 0.0 0.0"), grouptype_array:#("1 0.0 0.0 0.0 0.0 0.0 0.0 0.0"), groupname_array:#(undefined), groupflag_array:#(undefined)), materialcomments:#MATERIALCOMMENTSDATA(materialcomments_array:#(" 3.20000004768 38 9 0 3.33333325386 1 0 65 65 65 1 0 65 65 65%% 0 0 1 2 3 1 5 6 6 8 9 6 11 12 6 14 15 1 17 18%% 0.0 0.0333333350718 0.0666666701436 0.10000000149 0.133333340287 0.166666671634 0.20000000298 0.233333334327 0.266666680574 0.300000011921 0.333333343267 0.366666674614 0.40000000596 0.433333337307 0.466666668653 0.5 0.533333361149 0.566666662693 0.600000023842 0.633333325386 0.666666686535 0.699999988079 0.733333349228 0.766666650772 0.800000011921 0.833333313465 0.866666674614 0.899999976158 0.933333337307 0.966666638851 1.0 1.03333330154 1.0666667223 1.10000002384 1.13333332539 1.16666662693 1.20000004768 1.23333334923 1.26666665077 1.29999995232 1.33333337307 1.36666667461 1.39999997616 1.4333332777 1.46666669846 1.5 1.53333330154 1.5666667223 1.60000002384 1.63333332539 1.66666662693 1.70000004768 1.73333334923 1.76666665077 1.79999995232 1.83333337307 1.86666667461 1.89999997616 1.9333332777 1.96666669846 2.0 2.03333330154 2.06666660309 2.09999990463 2.1333334446 2.16666674614 2.20000004768 2.23333334923 2.26666665077 2.29999995232 2.33333325386 2.3666665554 2.40000009537 2.43333339691 2.46666669846 2.5 2.53333330154 2.56666660309 2.59999990463 2.6333334446 2.66666674614 2.70000004768 2.73333334923 2.76666665077 2.79999995232 2.83333325386 2.8666665554 2.90000009537 2.93333339691 2.96666669846 3.0 3.03333330154 3.06666660309 3.09999990463 3.1333334446 3.16666674614 3.20000004768 3.23333334923 3.26666665077 3.29999995232 3.33333325386", "104 1 1 26 CaozSceneCustomAttribNode 1 1 0.0 0.0 0.0 0.0 1.0 0.0 0.0 0.0 0.0 0 -1 0 0 1 54012 2 1")), jointcomments:#JOINTCOMMENTSDATA(jointcomments_array:#()), modelcomments:#MODELCOMMENTSDATA(modelcomments_array:#("1 16 3 0 0 16 8 0 0 16 10 0 0 117 5 1 1 textures\northern_generic_king_ireland.tga 1.0 1.0 1.0 1.0 1.0 1.0 1.0 1.0 1.0 1.0 0.0 0.0 0.0 0.0")), weightingsection:#WEIGHTINGSECTIONDATA(secondaryboneId_array:#(1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, ...), primaryweight_array:#(0.99999, 0.99999, 0.99999, 0.99999, 0.99999, 0.99999, 0.99999, 0.99999, 0.99999, 0.99999, 0.99999, 0.99999, 0.99999, 0.99999, 0.99999, 0.99999, 0.99999, 0.99999, 0.99999, 0.99999, ...), secondaryweight_array:#(1e-005, 1e-005, 1e-005, 1e-005, 1e-005, 1e-005, 1e-005, 1e-005, 1e-005, 1e-005, 1e-005, 1e-005, 1e-005, 1e-005, 1e-005, 1e-005, 1e-005, 1e-005, 1e-005, 1e-005, ...)), firstsubversion:1, secondsubversion:2, fAnimationsFPS:5.0, fCurrentTime:0.0, iTotalFrames:1)
    -- tokens: #("1 16 3 0 0 16 8 0 0 16 10 0 0 117 5 1 1 textures\northern_generic_king_ireland.tga 1.0 1.0 1.0 1.0 1.0 1.0 1.0 1.0 1.0 1.0 0.0 0.0 0.0 0.0")
    -- secondaryweight_array: undefined
    -- matindex_array: undefined
    -- rotoffset: undefined
    -- zstr: undefined
    -- parentindex_array: undefined
    -- eps: undefined
    -- parentname_array: #("", "bone_pelvis", "bone_RThigh", "bone_Rlowerleg", "bone_pelvis", "bone_abs", "bone_torso", "bone_torso", "bone_cloak_top", "bone_cloak_mid", "bone_torso", "bone_Rupperarm", "bone_Relbow", "bone_torso", "bone_Lupperarm", "bone_Lelbow", "bone_pelvis", "bone_LThigh", "bone_Llowerleg")
    -- face_array: undefined
    -- groupflag_array: undefined
    -- mesh_array: undefined
    -- ms3dfilename: "D:\programs and files for modding\Mounted mesh converter(start_models)\northern_generic_king.ms3d"
    -- originaldir: "D:\programs and files for modding\Mounted mesh converter(start_models)\"
    -- grpsecowt_array: undefined
    -- animrottime_array: undefined
    -- thekeys: undefined
    -- nkeys: undefined
    -- primaryweight_array: undefined
    -- selection_array: undefined
    -- grpsecoId_array: undefined
    -- numkeyframespos_array: undefined
    -- jointcomments_array: #()
    -- grpverts_array: undefined
    -- bonename_array: #("bone_pelvis", "bone_RThigh", "bone_Rlowerleg", "bone_Rfoot", "bone_abs", "bone_torso", "bone_head", "bone_cloak_top", "bone_cloak_mid", "bone_cloak_bottom", "bone_Rupperarm", "bone_Relbow", "bone_Rhand", "bone_Lupperarm", "bone_Lelbow", "bone_Lhand", "bone_LThigh", "bone_Llowerleg", "bone_Lfoot")
    -- xstr: "1 16 3 0 0 16 8 0 0 16 10 0 0 117 5 1 1 textures\northern_generic_king_ireland.tga 1.0 1.0 1.0 1.0 1.0 1.0 1.0 1.0 1.0 1.0 0.0 0.0 0.0 0.0"
    -- groupname_array: undefined
    -- grpfaces_array: undefined
    -- rstr: undefined
    -- animrot_array: undefined
    -- bones_array: #([0,0,0], [-0.095239,0,0.000752307], [-0.0234128,0.00499517,-0.464604], [-0.0231562,0.012405,-0.400625], [0,0,0.212462], [0.00029455,0,0.211558], [6.1739e-005,0,0.234973], [-0.00401398,0.203988,-0.0843266], [0,0.0697457,-0.260294], [0,0.069674,-0.260027], [-0.178614,0.0239007,0.0782279], [-0.302208,0.0137861,0.0110892], [-0.283837,-0.0263545,-0.00300665], [0.178025,0.0239007,0.0782278], [0.302208,0.0137861,0.0110891], [0.283837,-0.0263546,-0.00300655], [0.095239,0,0.000752349], [0.0234127,0.00499525,-0.464604], [0.0231561,0.012405,-0.400625])
    -- secondaryboneId_array: undefined
    -- numGroups: undefined
    -- animpostime_array: undefined
    -- primaryboneId_array: undefined
    -- posoffset: undefined
    -- nframes: undefined
    -- tangentspacestr: undefined
    -- absbones_array: undefined
    -- grouptype_array: undefined
    -- nbonespos: undefined
    -- grpuvwcoord_array: undefined
    -- ystr: undefined
    -- grpprimwt_array: undefined
    -- animpos_array: undefined
    -- filename: "northern_generic_king"
    -- nmodelcomments: 1
    -- pnodes: undefined
    -- p: undefined
    -- vert_array: undefined
    -- grpprimId_array: undefined
    -- nbonesrot: undefined
    -- nbones: undefined
    -- grpmatId_array: undefined
    -- modelcomments_array: #("1 16 3 0 0 16 8 0 0 16 10 0 0 117 5 1 1 textures\northern_generic_king_ireland.tga 1.0 1.0 1.0 1.0 1.0 1.0 1.0 1.0 1.0 1.0 0.0 0.0 0.0 0.0")
    -- uvw_array: undefined
    -- fid: <BinStream:>
    -- commentstring: "1 16 3 0 0 16 8 0 0 16 10 0 0 117 5 1 1 textures\northern_generic_king_ireland.tga 1.0 1.0 1.0 1.0 1.0 1.0 1.0 1.0 1.0 1.0 0.0 0.0 0.0 0.0"
    -- boundingspherestring: undefined
    -- numkeyframesrot_array: undefined
    -- doanimation: undefined
    -- called in importButton()
    -- Frame:

    And when i run the script CAS_IE_b79.ms i only get half of the tools available

    The i marked the part missing and i only get this:


    What to do? or gmax i limited in this?
    Contribuitor IBIICB-WOTN-Modeler-Scripter


  10. #10
    KnightErrant's Avatar Decanus
    Join Date
    Jan 2007
    Location
    Huntsville, Alabama USA
    Posts
    578

    Default Re: Strat Map Models Reloaded

    @Icedie of South

    You won't have any luck with Gmax for strat map models. Vercingetorix's
    script might import them, but since Gmax doesn't support writing binary
    files, you would never be able to get them back out with his script.
    .3ds doesn't support bones so that's why you don't see them. My
    importerexporter script doesn't work for strat map models because Alletun's
    tutorial already showed Max users how to do strat map models directly so
    I didn't think it was necessary.
    (Sorry, sort of let down the Gmax users there.)

    Since you have Milkshape though, any problem with working on the strat
    map models there?

  11. #11

    Default Re: Strat Map Models Reloaded

    damn it!! i can open the strat model in milkshape but there is no way to make a battle_model into a strat_map model or if i have to make new faces in milkshape is relatively slow and boring cause does not have the tools available in gmax and i can´t use Blenser becuase of some stupid bug.
    Do you know another way around to make this possible?
    Contribuitor IBIICB-WOTN-Modeler-Scripter


  12. #12
    KnightErrant's Avatar Decanus
    Join Date
    Jan 2007
    Location
    Huntsville, Alabama USA
    Posts
    578

    Default Re: Strat Map Models Reloaded

    @Icedie of South

    Here's a link to a tutorial I did awhile back.

    http://www.twcenter.net/forums/showthread.php?t=139169

    It's how to substitute a M2TW mailed_knight for a
    late_northern_general strat model just using Milkshape and the
    converter buttons. (It was written when the strat model converter
    was a standalone script.) This might be something like what you want to do.

  13. #13

    Default Re: Strat Map Models Reloaded

    Thanks KE problem solve!!
    Contribuitor IBIICB-WOTN-Modeler-Scripter


  14. #14
    =NF= Vasileios_the2nd's Avatar Semisalis
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    Default Re: Strat Map Models Reloaded

    Hey Alletun, first of all congrats for the great job you are doing.
    I have 3ds max 5.1
    When I reach this part:
    6.1: You export pretty much the same way as you import. Export the cas as "late_general_northern.cas", and after that export it as "northern_general.cas"
    I cannot find an option to export as "cas". Could it be that I have an old version of the program?
    "Greeks dont mod like modders, modders mod like greeks." -PorkyJack
    10 new captain models (campaign map) to download

  15. #15
    Alletun's Avatar Artifex
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    Default Re: Strat Map Models Reloaded

    see the top of this picture (it's from the tut):
    http://img501.imageshack.us/img501/6...portcastc6.jpg

    There's 3 bars, one called "R:TW Exporter". Expand the bar and click export.
    Unit makers Tome of Knowledge:
    http://www.twcenter.net/forums/showthread.php?t=127787
    Warhammer: Total war modeller. Orc & Goblins (GREENSKINS!) creator
    http://forums.totalwar.org/vb/showthread.php?t=90663&page=2
    Third Age: Total war. Modeling and Skinning. Working on Isengard.

  16. #16
    =NF= Vasileios_the2nd's Avatar Semisalis
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    Default Re: Strat Map Models Reloaded

    SILLY ME!
    Thanks.
    "Greeks dont mod like modders, modders mod like greeks." -PorkyJack
    10 new captain models (campaign map) to download

  17. #17
    phoenix[illusion]'s Avatar Palman Bracht
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    Default Re: Strat Map Models Reloaded

    so, as .cas that i made didn't work in m2tw, i've tried to import it back in 3ds max.
    this message appears
    http://img13.imageshack.us/img13/1463/debugger.jpg

    ???
    long time no see, but still twc drug kickin'
    check out Tsardoms: Total War!
    Under patronage of respectable Annaeus
    Patron of honorable Giacomo Colonna


  18. #18
    Senator
    Join Date
    May 2005
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    Rochester, Michigan
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    1,104

    Default Re: Strat Map Models Reloaded

    do you assign weapons to the right hand bone? when i do that the weapon gets moved and is positioned above the model, when i try to move it back into place, it goes further away. will the weapon be alright if i leave rigged to torso?

  19. #19

    Default Re: Strat Map Models Reloaded

    I tryed doing this with Gmax but it dosent work...

  20. #20

    Default Re: Strat Map Models Reloaded

    the tutorial is good,but i've got a problem with milkshape when exporting,it says that i must register,can someone give me a link for full downloading milkshape 1.8.1 ??? please
    Dobro je Kako Si

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