What's your question here? If you want to know where the riders will be positioned, I assume it is directly onto the joint of bone_spine1 with the position modified via descr_mount. Unless anyone else knows differently...
What's your question here? If you want to know where the riders will be positioned, I assume it is directly onto the joint of bone_spine1 with the position modified via descr_mount. Unless anyone else knows differently...
Hi, I'm trying to implement the FabiusBile animations (based on Banzaï ones) for SSHIP. The main problem I have is that my game doesn't rebuilt the pack.dat, pack.idx, skeletons.dat and skeleton.idx files once deleted in both, main game folder and mods/sship folder.
I've followed the instructions (I think):
- I have updated the descr_skeleton.txt file.
- I have set the .cfg file with the [util] stuff
- I have delated the files mentioned aboved in the M2TW main folder and in my submod folder.
But when I launch my submod, the game crashes and the deleted files don't regenerate.
What am I doing wrong?
Many thanks in advance.
Edit: I found out how it works. Forget my post.
Last edited by Lifthrasir; March 03, 2015 at 01:42 AM.
Under the patronage of Flinn, proud patron of Jadli, from the Heresy Vault of the Imperial House of Hader
Hello. I have a problem with Animerge from the GOAT suite, I downgraded to Python 2.6.1 but it doesnt seem to help. This is the error log. Can anybody figure out what the problem is? I cant add animations if I dont fix this thing.
MS3D000000, version number 4
Number of vertices = 2335
Number of triangle = 3445
Number of groups = 11
Number of materials = 2
fAnimationFPS = 10.0
fCurrentTime = 1.0
iTotalFrames = 1
Number of joints = 23
bone_pelvis from
bone_RThigh from bone_pelvis
bone_Rlowerleg from bone_RThigh
bone_Rfoot from bone_Rlowerleg
bone_abs from bone_pelvis
bone_torso from bone_abs
bone_head from bone_torso
bone_jaw from bone_head
bone_eyebrow from bone_head
bone_Rclavical from bone_torso
bone_Rupperarm from bone_Rclavical
bone_Relbow from bone_Rupperarm
bone_Rhand from bone_Relbow
bone_Lclavical from bone_torso
bone_Lupperarm from bone_Lclavical
bone_Lelbow from bone_Lupperarm
bone_Lhand from bone_Lelbow
bone_LThigh from bone_pelvis
bone_Llowerleg from bone_LThigh
bone_Lfoot from bone_Llowerleg
bone_weapon_weapon01 from bone_Rhand
bone_weapon02 from bone_Rhand
bone_weapon03_shield_shield01 from bone_Lhand
First subversion number = 1
Number of group comments = 11
Number of material comments = 0
Number of joint comments = 0
Number of model comments = 1
Second subversion number = 2
Exception in Tkinter callback
Traceback (most recent call last):
File "C:\Python27\lib\lib-tk\Tkinter.py", line 1536, in __call__
return self.func(*args)
File "D:\MODS\Medieval II Modding\knighterrands animation tools\animationutili
ties.py", line 3458, in animmergeButton
animmerge()
File "D:\MODS\Medieval II Modding\knighterrands animation tools\animationutili
ties.py", line 455, in animmerge
casfiledatalist = readcasfile( fullfncas, [], flags )
File "D:\MODS\Medieval II Modding\knighterrands animation tools\animationlibra
ry.py", line 1111, in readcasfile
hierarchydata = readandwritecashierarchytree( fidcas, fidtxt, versi
on_float, flags )
File "D:\MODS\Medieval II Modding\knighterrands animation tools\animationlibra
ry.py", line 435, in readandwritecashierarchytree
hierarchydata.append( getuint( fidcas ) )
File "D:\MODS\Medieval II Modding\knighterrands animation tools\animationlibra
ry.py", line 80, in getuint
(theint,) = struct.unpack( 'I', fidin.read(4) ) # 'I' is unsign
ed int.
error: unpack requires a string argument of length 4
You need Python 2.5.4 to work or (i think) Python 2.5.1 to work perfectly.
TGC in order to continue its development seak one or more desicated scripters to put our campaign scripts mess to an order plus to create new events and create the finall missing factions recruitment system. In return TGC will give permision to those that will help to use its material stepe by step. The result will be a fully released TGC plus many mods that will benefit TGC's material.
Despite the mod is dead does not mean that anyone can use its material
read this to avoid misunderstandings.
IWTE tool master and world txt one like this, needed inorder to release TGC 1.0 official to help TWC to survive.
Adding MARKA HORSES in your mod and create new varietions of them. Tutorial RESTORED.
sorry,just forget about this question.
Last edited by stevietheconquer; June 14, 2016 at 02:25 PM.
Did anyone find a way how to fix this problem with milkshape, or the only way to deal with med2 animations is really working with 3DS Max?
EDIT:
I found this:
Anyway it would be good to hear any infor about this, informaition about animations are sparse in the forums.