Here is my work :
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Patronized by PowerWizard - Europe Total War - Wargame mod for M2TWwww.mundusbellicus.fr : the french total war forum
From the holy bloodline of GodEmperor Nicholas | The last son of Publius
D|need | uanime5 | xeryx | Naimad | Lord_Calidor | Yelü Dashi | Tyre | Augustus Lucifer | gogo t
Tominokar | morfeasnikos | alien_t | dome | Octavius
thanks !
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Ok, sorry for being so late, here is my assignment.http://img207.imageshack.us/my.php?i...mplate1fd2.jpg
Member: The Frontier. Researcher, Skinner, and Modeler.
Member: The Frontier Researcher
hi B.ward !
i just want ell you
i will post my work soon
thre will be some delay
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I am going to try and get this done today, have been busy with other stuff.
I have a few questions here, being the idiot that I am.
7 represents the heavy bodies, and there are 3 versions. If we make all 3 versions different in that section, then we get 3 variations when the unit loads on the battle map??
I have done something in 3 different styles here, I changed the belts in all three sections to black leather, and changed the laces. One tunic is red the other is blue.
If I am understanding this correctly, the below image will give me some soldiers with a red tunic, some with no tunic and a black belt, and some with a blue tunic? What does the white section below the red represent as I cannot see it in your example.
Spoiler Alert, click show to read:
If you look at the in say the left part of section 7, the sides are vertical as its nearly a perfect rectangle, but when it loads in game it stretches to fit the model. If I wanted to put a faction symbol or something on his back, how do I do this without causing it to look funny?
The white section below represents the under tunic for that body. Remember this is all vanilla and nothing changed by me. As far as placement of a faction symbol or some other graphic, it will be pretty much trial and error to get the positioning you desire. An easier method is to download Milkshape 3d and open one of the .mesh files by using either GOM's converter or KnightErrant's converter and apply your texture in the materials section. Of course these are other aspects that come into the whole texturing and modeling process. I wanted to elaborate lastly on your first question about the variations. Each .mesh has different groups like a group for legs, a group for arms, a group for heads, a group for bodies, and so forth. If you have say 5 variations in the body group, the game engine will randomly select one of those variations for a unit and then pull a variation from the arm group and the leg group and continue that cycle until every group has had a variation drawn from it. It's to help not create so much of clone armies. Vanilla meshes usually have 3 or 4 variations in groups. I have for example in my mod created 6 - 8 variations in groups. 6 seems to be a number that produces the best results, as I have created groups with variations of up to 20 but did not produce the results I was looking for. The system would produce better results if it randomly selected a variation and took it out of the pool until all other variations have been selected. The current way the game engine does it can result in the same variation being selected 5 times in a row having soldiers look too similar. But I hope that shed some sort of light on the matter. :thumbsup4
From the holy bloodline of GodEmperor Nicholas | The last son of Publius
D|need | uanime5 | xeryx | Naimad | Lord_Calidor | Yelü Dashi | Tyre | Augustus Lucifer | gogo t
Tominokar | morfeasnikos | alien_t | dome | Octavius
So the variations are determined by the mesh not the texture? If this is true, then am I to assume that the mesh files this texture applies to have 3 variations, and that is why there are 3 sections to the texture?
Yes that is correct. The three bodies I am having you color refer to the Feudal Knight mesh. The three bodies I didn't have you color refer to a separate mesh, but share that texture file. I hope that makes some kind of sense and isn't confusing. Whatever you do to those three bodies will be reflected on any mesh pointing to them in that texture file, in this case we are talking about the Feudal Knight mesh.
From the holy bloodline of GodEmperor Nicholas | The last son of Publius
D|need | uanime5 | xeryx | Naimad | Lord_Calidor | Yelü Dashi | Tyre | Augustus Lucifer | gogo t
Tominokar | morfeasnikos | alien_t | dome | Octavius
Ok that helps, thanks
I want to get some of this in game so I can see live results, so I need to convert this back to a .texture then check that unit.
Yes, that will be the basis of Lesson 2 so I'll explain that process more indepth.
From the holy bloodline of GodEmperor Nicholas | The last son of Publius
D|need | uanime5 | xeryx | Naimad | Lord_Calidor | Yelü Dashi | Tyre | Augustus Lucifer | gogo t
Tominokar | morfeasnikos | alien_t | dome | Octavius
Ah sorry wasnt trying to skip ahead lol
here's my own
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