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Thread: Invisible Units - No Solution!

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  1. #1

    Default Invisible Units - No Solution!

    Hello,

    I'm trying my first major foray into modding M2, and I'm trying to convert some RTW units for use in M2TW. I went through the process of transforming CAS to Milkshape 3d Ascii, then importing to Milkshape and adding necessary comments, then saving as MS3D and converting to Mesh. I then converted the DDS to TEXTURE with no other changes. I put them ingame, but the units are invisible. I swapped my models for vanilla models, and I was able to see a shield, sword, and other stuff. Nothing showed up if I just swapped my textures for vanilla textures. Thus, I am lead to believe its a problem with my model. Anybody encounter anything like this?

    RM3

    Code:
    14 numenor_swords 
    1 4 
    49 unit_models/numenor/wles_numenor_swordsman_0.mesh 121 
    49 unit_models/numenor/wles_numenor_swordsman_1.mesh 900 
    49 unit_models/numenor/wles_numenor_swordsman_2.mesh 2500 
    49 unit_models/numenor/wles_numenor_swordsman_3.mesh 6400  
    2 
    6 saxons 
    64 unit_models/numenor/textures/wles_unit_numenor_swordsman.texture 
    64 unit_models/numenor/textures/wles_unit_numenor_swordsman.texture 
    57 unit_sprites/england_Dismounted_Feudal_Knights_sprite.spr 
    7 england 
    64 unit_models/numenor/textures/wles_unit_numenor_swordsman.texture 
    64 unit_models/numenor/textures/wles_unit_numenor_swordsman.texture 
    57 unit_sprites/england_Dismounted_Feudal_Knights_sprite.spr  
    2 
    6 saxons
    64 unit_models/numenor/textures/wles_unit_numenor_swordsman.texture 
    64 unit_models/numenor/textures/wles_unit_numenor_swordsman.texture 0  
    7 england
    64 unit_models/numenor/textures/wles_unit_numenor_swordsman.texture 
    64 unit_models/numenor/textures/wles_unit_numenor_swordsman.texture 0  
    1 
    4 None 
    14 MTW2_Swordsman 0  
    2 
    18 MTW2_Sword_Primary 
    14 fs_test_shield 0  
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002
    Code:
    type             numenor swordsmen
    dictionary       numenor_swords      ; Dismounted Feudal Knights
    category         infantry
    class            heavy
    voice_type       Heavy
    banner faction   main_infantry
    banner holy      crusade
    soldier          numenor_swords, 48, 0, 1.2
    attributes       sea_faring, hide_forest, hardy, can_withdraw
    formation        1.2, 1.2, 2.4, 2.4, 3, square
    stat_health      1, 0
    stat_pri         13, 3, no, 0, 0, melee, melee_blade, piercing, sword, 25, 1
    ;stat_pri_ex      0, 0, 0
    stat_pri_attr    no
    stat_sec         0, 0, no, 0, 0, no, melee_simple, blunt, none, 25, 1
    ;stat_sec_ex      0, 0, 0
    stat_sec_attr    no
    stat_pri_armour  7, 8, 6, metal
    ;stat_armour_ex   7, 8, 0, 0, 8, 6, 6, metal
    stat_sec_armour  0, 0, flesh
    stat_heat        5
    stat_ground      1, -2, 3, 2
    stat_mental      9, normal, trained
    stat_charge_dist 30
    stat_fire_delay  0
    stat_food        60, 300
    stat_cost        1, 570, 225, 90, 70, 570, 4, 140
    armour_ug_levels 1
    armour_ug_models numenor_swords
    ownership        saxons, england
    ;unit_info        13, 0, 21
    RIP Calvin, you won't be forgotten.

  2. #2

    Default Re: Invisible Units - No Solution!

    Did you add your modelsdb entry at the end of the file? If so go to the top of the file and change the serialization number by 1. I think vanilla is like 705 so you would change it to 706. That should fix your problem.

  3. #3

    Default Re: Invisible Units - No Solution!

    I did add it to the end of the file and I upped it from 701 to 702 before I posted this. Its being read because when I put a vanilla model in parts of the unit were shown. Its only with my model that they aren't.
    RIP Calvin, you won't be forgotten.

  4. #4

    Default Re: Invisible Units - No Solution!

    Quote Originally Posted by Roman_Man#3 View Post
    I did add it to the end of the file and I upped it from 701 to 702 before I posted this. Its being read because when I put a vanilla model in parts of the unit were shown. Its only with my model that they aren't.

    Looks like you are having a similar problem that I encountered. Check this thread out for some possible solutions to your problem. I'm sorry to tell you though, most require you to start the model over again.

    http://www.twcenter.net/forums/showthread.php?t=148714

  5. #5
    wolfslayer's Avatar Senator
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    Lexington, South Carolina
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    Default Re: Invisible Units - No Solution!

    You're not using a specular "normal" texture? So those are'nt really needed unless you want reflections or bloom? Just curious as to why you have the same texture loading twice for each faction reference.

  6. #6

    Default Re: Invisible Units - No Solution!

    I wasn't really sure what you needed and whatnot, so I just put my texture in place for everything. Could I remove anything?
    RIP Calvin, you won't be forgotten.

  7. #7
    wolfslayer's Avatar Senator
    Join Date
    Oct 2007
    Location
    Lexington, South Carolina
    Posts
    1,170

    Default Re: Invisible Units - No Solution!

    I'm not the one to ask about battlemodelsdb, but a double entry could cause problems..and you have no specular texture..

    7 england
    64 unit_models/numenor/textures/wles_unit_numenor_swordsman.texture
    64 unit_models/numenor/textures/wles_unit_numenor_swordsman.texture
    57 unit_sprites/england_Dismounted_Feudal_Knights_sprite.spr
    2


    Should be

    7 england
    64 unit_models/numenor/textures/wles_unit_numenor_swordsman.texture
    71 unit_models/numenor/textures/wles_unit_numenor_swordsman_normal.texture
    57 unit_sprites/england_Dismounted_Feudal_Knights_sprite.spr
    2

    Plus the attachment set textures, if the model has any attachments; otherwise they will be invisible too..

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