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  1. #1
    Civis
    Join Date
    Jul 2005
    Location
    Connecticut
    Posts
    110

    Default FRUSTRATED

    ok heres the goal:

    -transfer units from the "res gestae" released pack to M2TW.

    heres the problem:

    -i have used the RTW .cas to .mesh converter, which makes a text file that can be opened in milkshape, then saved as a .ms3d and then converted to a .mesh. It seems ok, but when opened in game, the units have jesus syndrome and the skins dont show properly and the model flickers when zooming in and out. I think this has to do with comments, but i dont know how to do that and cant find a tutorial on how that works. the only way the unit even showed up in game instead of crashing on launch was i made backups of "nubian spearmen", then saved my "maraja" as the same name as nubian spearmen in the unit_models and textures folder (when i didnt edit the file names, rather i edited the entries in battle_model.modeldb, the game crashed on startup and i had to restart the computer everytime so i tried another approach). Here is a picture of the unit i am working with right now in Milkshape:




    heres the BIG problem:

    i want the elephants that prometheus made for res gestae for my M2TW game. i used knighterrants meshconverter1_0_4 or whatever and it creates a .ms3d file. Butttt, everytime i go to open that .ms3d file, Milkshape slows down to nothing and stops responding (this is when converting the lod0..... lod1, lod2, and lod3 load fine, but with no skeletons which is the whole point). It also creates a text file called mount_elephant_lod0, and i dont know what the purpose of that is. all the readme's and tutorials for these tools i am using were not exactly clear on what to do with these files.

    I cant understand what CA was thinking when they changed around the whole system for M2TW, it would have been sooo much easier if they kept it like RTW. anyways, wondering about their intentions isnt getting me anywhere obviously. Does anyone have some advice? point me in the right direction to a tutorial? anything?
    Last edited by prviper720; March 15, 2008 at 06:43 AM.

  2. #2

    Default Re: FRUSTRATED

    Quote Originally Posted by prviper720 View Post
    ok heres the goal:

    -transfer units from the "res gestae" released pack to M2TW.

    heres the problem:

    -i have used the RTW .cas to .mesh converter, which makes a text file that can be opened in milkshape, then saved as a .ms3d and then converted to a .mesh. It seems ok, but when opened in game, the units have jesus syndrome and the skins dont show properly and the model flickers when zooming in and out. I think this has to do with comments, but i dont know how to do that and cant find a tutorial on how that works. the only way the unit even showed up in game instead of crashing on launch was i made backups of "nubian spearmen", then saved my "maraja" as the same name as nubian spearmen in the unit_models and textures folder (when i didnt edit the file names, rather i edited the entries in battle_model.modeldb, the game crashed on startup and i had to restart the computer everytime so i tried another approach). Here is a picture of the unit i am working with right now in Milkshape:




    heres the BIG problem:

    i want the elephants that prometheus made for res gestae for my M2TW game. i used knighterrants meshconverter1_0_4 or whatever and it creates a .ms3d file. Butttt, everytime i go to open that .ms3d file, Milkshape slows down to nothing and stops responding (this is when converting the lod0..... lod1, lod2, and lod3 load fine, but with no skeletons which is the whole point). It also creates a text file called mount_elephant_lod0, and i dont know what the purpose of that is. all the readme's and tutorials for these tools i am using were not exactly clear on what to do with these files.

    I cant understand what CA was thinking when they changed around the whole system for M2TW, it would have been sooo much easier if they kept it like RTW. anyways, wondering about their intentions isnt getting me anywhere obviously. Does anyone have some advice? point me in the right direction to a tutorial? anything?
    I can answer your second problem. The mesh converter can't handle mounts, only human units. Its not designed for the mount skeletons. So you are out of luck in that respect. I don't know if the ms3d/mesh converter can handle mounts either. If it can then you could do some heavy duty work exporting the geometry via knighterrants script in 3dsmax and reskin in milkshape.

  3. #3
    Civis
    Join Date
    Jul 2005
    Location
    Connecticut
    Posts
    110

    Default Re: FRUSTRATED

    ohhh ok, i was told that grumpy old man's converter does human units but no mounts, so for mounts i needed knight errants converter. oh well.... it'd still be nice to get the other units in game and i cant really figure it out.

  4. #4
    KnightErrant's Avatar Decanus
    Join Date
    Jan 2007
    Location
    Huntsville, Alabama USA
    Posts
    578

    Default Re: FRUSTRATED

    The python mesh converter has the mounts and siege engines hard
    coded in so it can figure out which of the many ASCII skeletons to use.
    So you need to make your mesh file have in its name
    mount_elephant
    somewhere so it can choose the right skeleton.
    So "my_mount_elephant_lod0.mesh" should be ok. However, I've only
    tested it on the vanilla elephants (that's all there was). Try converting
    a standard elephant first and looking at the group comments. Then try
    your res gestae elephant and see how it works.

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