One thing: definitely do not use GOM's old converter if you have custom-bone skeletons. You need to use GOAT 1.1 only.
One thing: definitely do not use GOM's old converter if you have custom-bone skeletons. You need to use GOAT 1.1 only.
Yep, that's what I'm using, but no luck so far. This is what it says when I try to merge an external skeleton with a model, can anybody tell what it's griping about? I'm not sure if this is the same error I get when I try to kit-bash model parts, but it looks similar.Edit:
Code:Reading ms3d file: G:/Downloads/Games/GOAT_GOAL_ver1_0/workbench/cnj_town_guard_ light_archers_lod0.ms3d Read ms3d vertex section Read ms3d triangle section Read ms3d group section Read ms3d material section Read ms3d keyframer data Read ms3d joint section Read ms3d first subversion number thecomment is Head head_01 0 ntoks is 4 thecomment is Legs legs_01 0 ntoks is 4 thecomment is Legs legs_02 0 ntoks is 4 thecomment is Legs legs_03 0 ntoks is 4 thecomment is Hands hands_01 0 ntoks is 4 thecomment is Head head_09 0 ntoks is 4 thecomment is Head head_10 0 ntoks is 4 thecomment is Arms arms_Lmail_01 0 ntoks is 4 thecomment is Arms arms_Lmail_02 0 ntoks is 4 thecomment is Arms arms_Lmail_03 0 ntoks is 4 thecomment is Arms arms_Lmail_04 0 ntoks is 4 thecomment is Legs legs_04 0 ntoks is 4 thecomment is Body L_mail_body_01 0 ntoks is 4 thecomment is Body L_mail_body_02 0 ntoks is 4 thecomment is Body L_mail_body_03 0 ntoks is 4 thecomment is Body L_mail_body_04 0 ntoks is 4 thecomment is Body L_mail_body_05 0 ntoks is 4 thecomment is Body L_mail_body_06 0 ntoks is 4 thecomment is Attachments3 teeth 0 ntoks is 4 thecomment is secondaryactive0 knife secondary_36 0 ntoks is 4 thecomment is secondaryactive0 knife secondary_37 0 ntoks is 4 thecomment is secondaryactive0 knife secondary_38 0 ntoks is 4 thecomment is secondaryactive1 knife secondary_39 0 ntoks is 4 thecomment is primaryactive0 self bow_43 0 ntoks is 4 thecomment is primaryactive1 self bow_44 0 ntoks is 4 thecomment is equipment0 quiver_67 0 ntoks is 4 thecomment is equipment0 quiver_68 0 ntoks is 4 thecomment is equipment0 quiver_69 0 ntoks is 4 thecomment is arrow arrow 0 ntoks is 4 Read ms3d group comment section Read ms3d material comment section, number of comments = 0 Read ms3d joint comment section Read ms3d model comment Read ms3d second subversion number Exception in Tkinter callback Traceback (most recent call last): File "G:\Program Files\Python26\lib\lib-tk\Tkinter.py", line 1410, in __call__ return self.func(*args) File "G:\Downloads\Games\GOAT_GOAL_ver1_0\GameObjectApplicationToolbox_v1_1.py ", line 2212, in ms3dMergeWithExternalSkeletonFileButton ms3dMergeWithExternalSkeletonFile( ms3dfilename, skeletonfilename ) File "G:\Downloads\Games\GOAT_GOAL_ver1_0\GameObjectApplicationToolbox_v1_1.py ", line 409, in ms3dMergeWithExternalSkeletonFile ms3dobj.fromfile( fnms3d ) File "G:\Downloads\Games\GOAT_GOAL_ver1_0\GameObjectApplicationLibrary_v1_1.py ", line 12750, in fromfile self.weightsection.fromfile( fid ) File "G:\Downloads\Games\GOAT_GOAL_ver1_0\GameObjectApplicationLibrary_v1_1.py ", line 12514, in fromfile self.list[ii].fromfile( fid ) File "G:\Downloads\Games\GOAT_GOAL_ver1_0\GameObjectApplicationLibrary_v1_1.py ", line 12435, in fromfile self.secondaryboneId = getbyte( fid ) File "G:\Downloads\Games\GOAT_GOAL_ver1_0\GameObjectApplicationLibrary_v1_1.py ", line 116, in getbyte (thebyte,) = struct.unpack( 'b', fidin.read(1) ) # 'b' is signed byte. error: unpack requires a string argument of length 1
Alright, seems like there was some problem with the model itself or somesuch... Eventually I tried to merge it with a previous version of the model before it got its weapons and it seems to have worked fine. Apparently it wasn't liking the weapons for some reason.
Last edited by Surgeon; March 20, 2010 at 09:52 PM.
"People don't think the universe be like it is, but it do." -- Neil deGrasse Tyson
In Soviet Russia you want Uncle Sam.
Sorry to double-post, but now I've got another, completely separate problem:
I rigged an archer with the bowstring animation, but there seems to be a small graphics glitch that occurs when the archers switches to his knife secondary weapon. Seems like the bone attached to the arrowhead sticks out behind the man, thus making it look like he has a long, thin stick sticking out of his hand and reaching somewhere behind him. Did I rig something incorrectly? It seems to work perfectly except for this one glitch. I also noticed all of the included examples use swords as secondary, so maybe this is something to do with the knife animation?
"People don't think the universe be like it is, but it do." -- Neil deGrasse Tyson
In Soviet Russia you want Uncle Sam.
so, fnally is impossible make/use war wagons in game?
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Ok the skeleton has been added to a model of CBUR.
Animations too...
In the ms3d the secondaryactive weapon is "floating" on the air (see pic).
Will this happen ingame too or since the axe wont be visual at the momentthe bow will be used wont apear that way at all?
If it will apear what do i have to do to fix it?
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.
Can i use it with Medieval II, or is it for a submod?
you can use it with whatever you want
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Ancs Guide, Emergent Factions , Yes/No Events |L'Outremer for Modders| Swagger's Skymod
Ah oke thanks!
It may not float while the bow is being fired, but is something which should be fixed anyway.
The problem this occurs is because the axe is attached to the wrong bone. It needs to be attached to the Bone_Rhand. If done so, it will no longer move when other bones are moving.
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.
ok so i download it and i only get bowstring , i want to get decaps and chariots, how is that possible?
can someone do the decapitation for me like have it ready so i can just install it please ive been waiting for gore in this game thx pm if you please ill rep you
iv tried to do this but its way over my head is it possible to create a installer ? +Rep for anyone that does and does anyone know if this is going to be implemented into the next release of SS ? cheers
Here is a small guide to avoid invisisble bowstrings,arrows etc.
Last edited by AnthoniusII; August 13, 2010 at 10:29 AM.
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.
Hi,
I have started a project adding bowstrings to Stainless Steel using the animations pack here. Having experience with skeletons myself in Call of Warhammer, I took the opportunity to rework some of the animations and I thought it would be opportune to share it with the rest of the community.
Find attached to this post my reworked animations which can be installed on top of v1.0 (v1.2 patch not required, included inside).
Main features of update:
- Horse archers pull arrows from side scabbard rather than the back.
- Archer arrows appear as soon as they are pulled from the scabbard, rather than having the arrow appear midway through the animation.
- MTW2_Longbowman_String animation corrected so arrowhead ends up on other side of bow, a la MTW2_Shortbowman_String.
- Added new skeleton MTW2_Veryshortbowman_String for very short bows that were turning up in Stainless Steel Rusichi units.
- Redone Pavise handgunner animation needed for Stainless Steel
For comparison my reworked Longbowman animation and the old version:
Old:
Spoiler Alert, click show to read:
New:
Spoiler Alert, click show to read:
Note arrow is on correct side of bow.
Horse archer animation: arrow pulled from side scabbard.
Spoiler Alert, click show to read:
Pavise handgunner:
Spoiler Alert, click show to read:
Download Link:
Attached to post. Extract over v1.0 or v1.2 animations pack.
Do we need to regroup all the animation files again or it just changes the animation descr.text?
I am itnteresting in the horsearcher animation.
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.
I am afraid that the new horse animation wont be in TGC mod because we can not unpack/repack the animation .cas files...
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.
hey, can anyone help me by uploading the complete animation set? im desperate for these animation files... im using stainless steel 6.3. i did all the animation and stuffs but then my hardisk crashed.... soo i dont want to redo everything all over again... i'll give a +rep to anyone who can do it for me... pm me.... and thanks in advance
What do you mean by uploading the animation files?
Do you mean that if some one has allready packed the new version of the animations?
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.