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Thread: Python converter for .variant_weighted_mesh model

  1. #1
    KnightErrant's Avatar Decanus
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    Default Python converter for .variant_weighted_mesh model

    A version 1.0 of the ETWvariant_weighted_meshConverter_v1_0.py is available here:

    http://www.twcenter.net/forums/downl...o=file&id=2573

    Also included is a Max Script, ETWms3dImportExport_ver1_0.ms, for getting the resulting
    .ms3d files into and out of 3ds Max. Basically, it is ms3dImportExport.ms, but fixed to handle
    the shader strings and the parts that dealt with group comments have been removed.
    Also included for your reading pleasure is a short write up of some of the more confusing math bits
    needed for this.

  2. #2

    Default Re: Python converter for .variant_weighted_mesh model

    Thank you so much!

    you are great!

    Bad time to burn my graphical card!

    +rep

  3. #3
    S-te-Fan's Avatar Primicerius
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    Default Re: Python converter for .variant_weighted_mesh model

    Question, when you export from 3dsmax, does it put the comments back?

    Oh and there are still bugs, I'll list them later. I first have to conquerer India.

  4. #4
    KnightErrant's Avatar Decanus
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    Default Re: Python converter for .variant_weighted_mesh model

    The model comment is stored in the root bone in Max. Zoom in on a model and right click
    on Hips to bring up the quad menu.



    From there select object properties and then on that select the User Defined tab



    The keyword boundingsphere is left over from M2TW, but that's where the shader strings are stored
    so they can be put back in the model comment.

  5. #5
    S-te-Fan's Avatar Primicerius
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    Default Re: Python converter for .variant_weighted_mesh model

    iKnow .

  6. #6
    Alex1987's Avatar Tiro
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    Default Re: Python converter for .variant_weighted_mesh model

    Thanks, KnightErrant! We all wait this long time! +rep

    PS - can be you will make manual how to use this?
    Last edited by Alex1987; August 07, 2009 at 01:44 PM.

  7. #7

    Default Re: Python converter for .variant_weighted_mesh model

    Thank you very much for making this!

  8. #8

    Default Re: Python converter for .variant_weighted_mesh model

    +rep

    Good news. I think i should learn to model now to make new units or be able to mix unit parts. While there is a good variant of uniforms, i got most problems with hats, that don't fit, when the uniform is good or the other way round.

    Just a question: Will this converter also run for rigid models? Would love to be able to change ships...
    Bladerunner
    Koeniglich Preussische Marine
    Sealords Virtual Fleets

    Sealords Minimod: http://www.twcenter.net/forums/showthread.php?t=274322
    Sealords Total War Mod: http://www.twcenter.net/forums/showthread.php?t=246265

  9. #9
    SHREDDER's Avatar Creator CoW, TATW, WF&S
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    Default Re: Python converter for .variant_weighted_mesh model

    Good job!!!! +rep
    3Dmodeller for Call of Warhammer Third Age With Fire and Sword 2 Hetmanat

    Bes
    t Ukrainian site and forum Sich TotalWarS totalwar.fun/board/

  10. #10
    S-te-Fan's Avatar Primicerius
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    Default Re: Python converter for .variant_weighted_mesh model

    The converter still has a lot of errors. I can't even give militia soldiers a tricorn hat . Try to help KE with providing errors and information.

  11. #11

    Default Re: Python converter for .variant_weighted_mesh model

    Quote Originally Posted by KnightErrant View Post
    The model comment is stored in the root bone in Max.
    So do you mean to copy and paste the comments from the hips in 3ds into the modelfile comment in the exported ms3d bevore its converted to a mesh ?

    And why does the model have 2 seperate versions of each part, is that for diversity i assume ?


    Exept that i have nothing to complain about, the import process into 3ds worked like a charm, will try to edit the geometry and see if i can adjust the rigging in ms3d

  12. #12

    Default Re: Python converter for .variant_weighted_mesh model

    Not a modder per se, but curious. Is the the tool that, once the kinks are worked out, will allow people to create new models for the game? Or is this another experimental magic thingy like the exporter only? I mean, I'm just wondering cause..I'm curious.

  13. #13
    < Shved >'s Avatar Tiro
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    Default Re: Python converter for .variant_weighted_mesh model

    Great news! Thank you, KnightErrant!
    Creator of Third Age Total War from M2TW:Kingdoms

    "The battle for Middle-earth, has begun..."

  14. #14

    Default Re: Python converter for .variant_weighted_mesh model

    Awesome job KE ! +rep !

  15. #15

    Default Re: Python converter for .variant_weighted_mesh model

    Great, great, great, great, great, great, great, great KnightErrant and all, who helped him!!!!!!!!!!!
    You did it, guys!!!!!!!!!!!

  16. #16

    Default Re: Python converter for .variant_weighted_mesh model

    Is the converter 1-way or 2-way because I think it's 1-way?

  17. #17

    Default Re: Python converter for .variant_weighted_mesh model

    well stefaneke reinported a model, although he only removed the hats. Im not sure if its possible to make more drastic changes or use new models yet, as this would require rigging, but theoretically i could work.

  18. #18

    Default Re: Python converter for .variant_weighted_mesh model

    How did he re-import?

  19. #19

    Default Re: Python converter for .variant_weighted_mesh model

    Quote Originally Posted by A1_Unit View Post
    How did he re-import?

    Quote Originally Posted by KnightErrant View Post
    Ok, here's something to try for 3ds Max fans. Now that stefaneke has demonstrated going back
    to the game from .ms3d format, convert a .variant_weighted_mesh file to .ms3d. Open in Milkshape,
    go to the menu item File->Export->Alias FBX... and make a .fbx file with your model. Launch 3ds Max
    and go to menu item File->Import and set the Files of type combobox to

    Autodesk (*.FBX, *.DAE)

    and then import your model. The comments seem to be lost so the shader settings in the model
    comment get creamed. But you do get your meshes, bones, etc. Max supports exporting to .fbx
    as well because Autodesk owns the fbx format. Milkshape licenses their API for this so you can
    re-import a changed file from Max back into Milkshape (the fbx format is proprietary and undocumented
    so you can't write to it directly, you have to use Autodesk's API to do anything with it).

    The model looks odd back in Milkshape because Milk's default settings for bones seems to be changed
    in this process (but the verts, tris etc. are all ok). You don't get the big blue circles like you get
    when you first launch Milkshape, but the joints don't display quite the same way.

    If you love Max this might be fun to play with and see if there is anything more than the comments
    that get lost. (Comments aren't a big deal, the shader stuff could either be hard-coded if it is
    the same for all models, or else written to a .txt file and copy/pasted back in to the comment after
    your changes have been made in Max.)

    I mention this for laziness's sake, I really don't want to redo the ms3dImporterExporter.ms Max Script
    for ETW if it isn't necessary.
    The newer version of the tool makes it easier, as it provides a 3ds import export script, as well as a tool to convert to ms3d and mesh format. The mesh format should be readable by empire afaik, i havent tested this part yet as im still experimenting with the vanilla soldier models to get the touch.
    Last edited by Aradiel; August 08, 2009 at 05:19 PM.

  20. #20

    Default

    I don't have 3DSMAX though.

    Is there any way I can get models back into the game without 3DSMAX?
    Last edited by Astaroth; August 09, 2009 at 10:33 PM. Reason: merged double post

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