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Thread: RTW -> MTW2

  1. #1
    TSD's Avatar Ordinarius
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    Default RTW -> MTW2

    Hello! This is my first tutorial here. Attached in a zipped word doc. This is a step by step tutorial on converting a RTW cas to a MTW2 mesh and setting it up to function in game. Would like any experienced modders to take a look and offer feedback, especially on any statements I make that may be false, as I based them only on my personal experience with this conversion process. I decided to do this, since I couldn't really find any coherent single source for converting RTW units to MTW2 and would like to save others who want to get Roman units in game, but are not experienced modellers the headache of a fruitless search.

    Huge thanks to Knight Errant, else I would still just be dreaming about RTW units on the MTW2 engine.

    Of course, below an example of the final product. (I ended up spending a week completely overhauling byzantium changing the UI, unit cards faction symbols descriptions banners and now have a fully immersed roman faction)
    Spoiler Alert, click show to read: 






    Link to supporting document
    Last edited by Gigantus; March 17, 2015 at 02:43 AM. Reason: Restored missing attachment

  2. #2

    Default Re: RTW -> MTW2 tutorial

    This will come in handy good work, how long does it take in time wise to port a unit in.


  3. #3
    TSD's Avatar Ordinarius
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    Default Re: RTW -> MTW2 tutorial

    Quote Originally Posted by J@mes View Post
    This will come in handy good work, how long does it take in time wise to port a unit in.
    A single unit can probably be done in about 15 minutes. Not having to map the textures in ms3d really helps. Ive converted so many rtw units at this point, I can get it from cas -> finished mesh in less than a minute. Then its just heading to the modelDB and pointing to your new mesh and new texture (if your replacing an existing units model) Then some tweaking if the model your using doesnt have the same weapon load out of the unit you are replacing in the descr_unit and modelDB, but this is pretty easy to do since, you can just copy paste attributes, from units that do have similar weapons.

    Another thing is, which I did not include in the tutorial but may add, is that your standard legionaire doesnt hold his shield right with the standard mtw2 animations. When hes guard he will hold it horizontally. I fixed this by adjusting the shields default position on the model in milkshape. Below is an example of what I did.

    Spoiler Alert, click show to read: 

    This is how the shield sits on the model by default


    This is how I altered it so it looks how a legionaire would carry his shield when your in game, you will see what I mean when you get a unit in there.



    I created a whole Roman faction from byzantium, Symbols, ui, banners, all units from RTW, unit cards the whole shebang, only problem I have run into is getting strat map models converted to MTW, but I retexed them to look more "roman" so I dont think it will bug me too much. It took me about a week, a few hours a day, to convert and set up all those units and alter all the UI aspects of the faction.
    Last edited by TSD; September 07, 2008 at 12:34 PM.

  4. #4

    Default Re: RTW -> MTW2 tutorial

    well amazing good work! this would come very in handy for a mod!!!!!!!!

  5. #5

    Default Re: RTW -> MTW2 tutorial

    EXELLLENT!!!!

    It's more thime 2 year i succeed to make it, and i was succeeding but if my mesh got an animation in game, some part of the body were invisible!

    but one thing you forget in your tuto:

    For animation, i think the unit must be restructured by reaging! it's mean to assign the bones to group!

    ifnot very nice, your work! +rep (shamme! i though i'll give you 100)^^

  6. #6

    Default Re: RTW -> MTW2 tutorial

    Excellent work .. can you convert meshes not found in M2TW like chariots, slingers and wardogs .. and what about texture quality, do they need revamping to M2TW quality?

    I'll download it now and have a quick look .. but I'm no modeller/skinner expect.

    R

    -----------

    additional, looks pretty straight forward, will give it ago tomorrow.

    Thanks
    Last edited by Rorarii; September 11, 2008 at 07:31 AM.
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  7. #7
    TSD's Avatar Ordinarius
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    Default Re: RTW -> MTW2 tutorial

    Quote Originally Posted by Riannorix View Post
    EXELLLENT!!!!

    It's more thime 2 year i succeed to make it, and i was succeeding but if my mesh got an animation in game, some part of the body were invisible!

    but one thing you forget in your tuto:

    For animation, i think the unit must be restructured by reaging! it's mean to assign the bones to group!

    ifnot very nice, your work! +rep (shamme! i though i'll give you 100)^^
    not sure what you mean here. Pretty sure I included everything I did in the tutorial, and it worked. But feel free to elaborate here, if its something that will enhance the finished prodouct. Currently I am working on resizing the units, as you will notice (it took me a little while) the roman units are ever so slightly smaller, than their MTW2 counterparts. I am currently working on fixing this.

  8. #8

    Default Re: RTW -> MTW2 tutorial

    Apart from something wrong the normal map (shinny armour but dark faces) .. here are my "children of the night" - Barbarian Headhunting Maidens!! .. and they prefer heading knights!! .. Err, i mean, BEheading knights.




    As you can see the textures are poorer quality than M2TW and probably need redoing but apart from that small point .. ETRUSCAN CHARIOTS, HERE WE COME!

    R
    oOo

    Rome 2 refugee ...

    oOo

  9. #9

    Default Re: RTW -> MTW2 tutorial

    From the downloaded tutorial...

    Open the tool by selecting the GameObjectApplicationToolbox python file

    How do I do this part?

  10. #10
    midnite's Avatar Citizen
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    Default Re: RTW -> MTW2 tutorial

    I have the same question as Eothese. I don't see any executable file. Does the extension of the GameObjectApplicationToolbox python file have to be changed. Thanks in advance.
    memory of Midnite, Pumpkin, Bear, Pip and Pepper -- 4/2/10, 5/24/10, 11/27/17, 11/11/18 and 1/15/19

    Under the esteemed patronage of Elrond

  11. #11

    Default Re: RTW -> MTW2 tutorial

    ".py" is a python file, no EXE required, just install python. Then access GameObjectApplicationToolbox through a desktop icon.

    Download here -

    http://www.python.org/



    R
    Last edited by Rorarii; September 14, 2008 at 12:10 AM.
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    oOo

  12. #12
    midnite's Avatar Citizen
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    Default Re: RTW -> MTW2 tutorial

    Quote Originally Posted by Rorarii View Post
    ".py" is a python file, no EXE required, just install python. Then access GameObjectApplicationToolbox through a desktop icon.

    Download here -

    http://www.python.org/



    R

    Thank you sir!
    memory of Midnite, Pumpkin, Bear, Pip and Pepper -- 4/2/10, 5/24/10, 11/27/17, 11/11/18 and 1/15/19

    Under the esteemed patronage of Elrond

  13. #13
    midnite's Avatar Citizen
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    Default Re: RTW -> MTW2 tutorial

    Quote Originally Posted by TSD View Post
    Hello! This is my first tutorial here. Attached in a zipped word doc. This is a step by step tutorial on converting a RTW cas to a MTW2 mesh and setting it up to function in game.
    [/spoiler]
    Thanks for your tutorial. I have had some success and also failure.




    ???? missing textures ???




    I am not sure what I missed in your tutorial???
    memory of Midnite, Pumpkin, Bear, Pip and Pepper -- 4/2/10, 5/24/10, 11/27/17, 11/11/18 and 1/15/19

    Under the esteemed patronage of Elrond

  14. #14
    TSD's Avatar Ordinarius
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    Default Re: RTW -> MTW2 tutorial

    Quote Originally Posted by midnite View Post
    Thanks for your tutorial. I have had some success and also failure.




    ???? missing textures ???




    I am not sure what I missed in your tutorial???
    The missing body parts (I assume thats what your talking about) have to do with the group comments. aparently a good chunk of your groups belong to the same class, they need to belong to different classes or else it will randomly decide which members of said class to show.

    group comment looks like:
    ----------------------
    body
    legs
    0
    ----------------------
    Body is the class, make sure each group has a different class in milkshape. and this is explained in the tutorial, in slightly more detail.
    Last edited by TSD; September 14, 2008 at 11:32 AM.

  15. #15
    midnite's Avatar Citizen
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    Default Re: RTW -> MTW2 tutorial

    Quote Originally Posted by TSD View Post
    The missing body parts (I assume thats what your talking about) have to do with the group comments. aparently a good chunk of your groups belong to the same class, they need to belong to different classes or else it will randomly decide which members of said class to show.

    group comment looks like:
    ----------------------
    body
    legs
    0
    ----------------------
    Body is the class, make sure each group has a different class in milkshape. and this is explained in the tutorial, in slightly more detail.

    Thank you sir for your answer
    memory of Midnite, Pumpkin, Bear, Pip and Pepper -- 4/2/10, 5/24/10, 11/27/17, 11/11/18 and 1/15/19

    Under the esteemed patronage of Elrond

  16. #16

    Default Re: RTW -> MTW2 tutorial

    Ok, I just tried to convert a RTW greek chariot and got this ..



    And Sythed Chariot ..



    Obviously a bug ..and wheres the horses .. and the charioteer?

    KnightErrant ... HELP!!!!

    R
    oOo

    Rome 2 refugee ...

    oOo

  17. #17

    Default Re: RTW -> MTW2 tutorial

    i believe that the chariot and the horses are two part arent associated ^^

    if not, i mean you must use the rigging, because you import a skeleton (from med2) into the model of rtw to get the same structure that any unit from med (i speak about bones and group comment)!!

  18. #18
    KnightErrant's Avatar Decanus
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    Default Re: RTW -> MTW2 tutorial

    @Rorarii,
    Thanks for answering questions while I was on vacation. I never tried
    the converter on chariots (or war dogs, pigs, etc. from RTW). The problem
    is that models and animations are so intertwined. RTW supported chariots
    but M2TW doesn't. Bwian had a lot of chariot threads from last fall about
    this. Without a specific chariot animation family you have to go with what
    the game gives you, which is basically horse, camel, or elephant.

    So let's say you'll use the horse family to animate your chariots. You can
    look in descr_skeleton.txt to find which anims the game supports, run,
    walk, charge etc. If you don't go to extra bone skeletons then you have
    to make your models use a single horse skeleton with animation, but offset
    your models left and right to use it. Bottom line is two horse chariots
    possible but four horses no way, the offset is too large and the z-components screw up the animations.

    Wish I had time to draw a nice picture in Photoshop for this, but pretend
    you have a picture of the horse skeleton centered on the origin with the
    head facing out along the z-axis (Milkshape coords). A two-horse model
    would have two horse meshes offset left and right from the origin. As
    the skeleton is animated, mostly by x-rotations to make the skeleton
    legs move in a walk or run, the offset meshes will also move. Any
    z-rotations though, will be amplified by the distance that the left and
    right meshes are offset from the origin. So basically, you need to make
    a model (maybe based out of RTW) that has two horses, a chariot mesh,
    and then there's the whole CaozSceneCustomAttibeNode string in the
    animation .cas files where the rider is attached to the horse that might
    need adjusting to make this work. Bwian and I never got this to work
    so this is in the speculation stages only.

    I know I didn't address the problem of the model not converting properly,
    but I thought it was best to point out all the other problems down the
    road about chariots. It's always the animations that govern whether
    a unit can be put in-game or not, not the model itself.

    If you really want to pursue chariots, I'd try this as a warm-up exercise.
    Convert a horse and then select the mesh (meshes) and move them over
    to the left. Then copy and duplicate and move over to the right. See
    how they move. Then copy the chariot from RTW and plunk it in and
    assign it to bone_saddle or whatever the root bone is for a horse.
    This is the thing that has to be animated realistically to get it to work.
    If you can make it walk, run, charge, etc. (especially turn and so forth)
    then you've gone further than Bwian and I did. That's all I think of on
    the subject right now.

  19. #19

    Default Re: RTW -> MTW2 tutorial

    Thanks KE .. my b'wain exploded when trying to understand that 3rd paragraph.

    If better people than I tried and failed then I won't push it any further. Romulus will just have to conquer latium on horse-back!

    Thanks all for their effort in bringing RTW units into M2TW.

    R
    oOo

    Rome 2 refugee ...

    oOo

  20. #20
    KnightErrant's Avatar Decanus
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    Default Re: RTW -> MTW2 tutorial

    @Rorarii
    You're very kind, but my intent was not to dissuade you, but to entice you.
    The chariot problem is one of those "pick the hill you want to die on" problems
    that would be so cool if someone got it to work. I'm just going to post a
    couple of screenies of the problem, and leave it there. If someone is
    interested, there's more research to be done. If you convert a mount and
    offset it a bit you get this picture:



    Now do a animmerge with the walk animation and you see this ugly anomaly:



    That's the z-rotation problem that Bwian wrestled with. This can be solved
    by minimizing the x-offset to reduce the problem, and also by converting the
    animation to text, reducing any z or y rotations, converting the animation
    back, and trying again.

    The next problem that will be run into is making the chariot. If it gets assigned to bone_saddle_a it will bounce up and down as the horse moves.
    So you need an extra bone skeleton, call it bone_chariot. If you don't do
    anything else, the wheels won't move, so you need two more bones,
    bone_rwheel and bone_lwheel, so the wheels revolve as the chariot moves.
    So now you're down the path of extra bone skeletons. But this isn't bad,
    King Kong did Mumaks which are super large elephants, Bwian did the dwarves, etc. so that isn't an unsolvable problem.

    The main thing never resolved is, how do riders get attached to mounts?
    Horses only have one CaozSceneCustomAttribNode in their .cas files so only
    one rider can be attached. Elephants have five nodes so maybe chariots
    have to be animated with the elephant family if you want a driver AND
    a fighter. There's some floats around these strings that probably tell
    how the rider gets attached and where but never got to that point.

    Another thing, when horses turn, they turn about their root_bone. This
    works for horses, but it apparently looks silly for chariots, so the root_bone
    needs to be moved backwards to be at the center-of-mass of the chariot
    or it won't turn realistically. You can tell from this that a lot of experimentation has to be done to get chariots into the game. Even
    if it never worked, there is an awful lot of things that would be learned
    along the way. (Sorry, that's my hook, kind of weak at the end.)

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