There's a way in 3dsmax so you can merge models withouth having to re-rig everything.
I ran into a strange texture glitch which i dont understand:
This is the model with a basic texture i have made for mapping purposes,
as you can see the mapping is applied properly.
When i convert the ms3d file to mesh i get an error report,
although i would assume thats because i touched the heads like stefaneke did, indeed only head01
of the 4 shows up ingame.
The oddity is that partially the bodymesh mapping gets messed up after i converted it,
as seen here:
Most of it is right, just the shoulder and neck area gets messed up, as seen on this backconverted mesh.
edit: It seems that making a seperate mapping part for the collar caused the problem, as the collar mapping gets smashed onto
the chestmapping after the conversion, which obviously causes problems as seen. In order to avoid this behavior it is nessecary to make a joint mapping i guess.
Last edited by Aradiel; August 23, 2009 at 01:57 PM.
Well this turns into my private diary it seems, but if noone else has or wants to report
I have fixed the diffuse texture issue with a workaround, still dont know how to create normal and gloss maps like ca does, but i bet some photoshop wizards have it in no time.
A more concerning issue is the lod management, i can tell for sure that having all lod1 is not an option, unless you run it on a highend system, which i cannot confirm as my 285 gtx is temporaly replaced by a 8800gts, just scrolling over my units causes real lag. So we need a way to create lower lod's as well. I have uploaded the testunit here if you want to see how it comes.
Last edited by Aradiel; August 23, 2009 at 10:49 PM.
Oh, yeah. I see some progress.
I don't know too how CA did the gloss and normal, so I do it manual. You can imagine how much work it is. Much more then textures for the unit.
Maybe someone know that how do do it right?
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You can use the optimze modifier in 3dsmax to create LODs.
guys, what about horses, can we model them?
not with this tool for sure but maybe it is easier to write a conventer for them?
Well, if you import a model now it applies itself to the human skeleton, so if you want to edit horses you have to figure out the stuff from a different skeleton.
@all
Sorry guys, I haven't been able to do a thing this past week or so, design review at work
going on. It should be a (hopefully) small thing to fix the tangent and bitangent problems
Stefaneke reported. I started on a rigid_model converter but got totally stuck on weird uv
coordinates coming out of the models. Some are correct as is, many are totally off, ranging
from -11 to +5.0, which certainly don't look like uvs to me. But not sure how to proceed
given that. Maybe just release the converter as is, and let people look at the uv problem,
maybe a piece of insight will present itself.
Hey Aradiel, very nice looking model.
I downloaded it to try and test it, but I'm a noob so I don't really know what to do with it.
In the DBEditor tutorial, you assign a model to the swiss_line unit you make. I put euro_line_infantry in Model name and saved. Then in My_warscape_animated_lod_tables, I put the path as UnitModels/euro_line_infantry_lod1.variant_weighted_mesh. And filled out the rest.
But I just get an APPCRASH when I try and load the game.
Could anyone tell me what I'm doing wrong?
Edit: Nevermind, I was overcomplicating things I didn't need to create a new Unit to get them into the game because they just replace the Line Infantry. They look great! I guess they're for the WWI Mod?
Last edited by Zigster; September 02, 2009 at 03:13 AM.
Running into a new error. If it helps, this is on my Vista 32 bit Laptop. All I did was rename two different hats and I tried to convert it:
Any idea what the problem is?Code:Reading ms3d file: C:/Video Games/Steam/steamapps/common/empire total war/Moddin g Tools/east_armed_citizenry_india_lod4.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 Read ms3d group comment section Read ms3d material comment section, number of comments = 0 Read ms3d joint comment section hasmodelcomment == 1 modelcomment is 13 light_scale +1.00000000 offsetu0 +0.00000000 offsetv0 +0.00000000 offsetu1 +0.00000000 offsetv1 +0.00000000 bumpfactor +1.00000000 specpower +2.00000000 specbrightness +1.00000000 specularfresnelpower +0.01000000 glossfactor +2.00000000 fresnelpower +2.00000000 reflect_factor +0.50000000 ambientfactor +0.60000002 2 colourmapfactor +0.66666669 +0.30196080 +0.30196080 +0.00000000 specfactor +1.00000000 +1.00000000 +1.00000000 +1.00000000 Read ms3d model comment Read ms3d second subversion number Read ms3d weight section 13 %% light_scale +1.00000000 %% offsetu0 +0.00000000 %% offsetv0 +0.00000000 %% offsetu1 +0.00000000 %% offsetv1 +0.00000000 %% bumpfactor +1.00000000 %% specpower +2.00000000 %% specbrightness +1.00000000 %% specularfresnelpower +0.01000000 %% glossfactor +2.00000000 %% fresnelpower +2.00000000 %% reflect_ factor +0.50000000 %% ambientfactor +0.60000002 %% 2 %% colourmapfactor +0.66 666669 +0.30196080 +0.30196080 +0.00000000 %% specfactor +1.00000000 +1.000 00000 +1.00000000 +1.00000000 13 light_scale +1.00000000 offsetu0 +0.00000000 offsetv0 +0.00000000 offsetu1 +0.00000000 offsetv1 +0.00000000 bumpfactor +1.00000000 specpower +2.00000000 specbrightness +1.00000000 specularfresnelpower +0.01000000 glossfactor +2.00000000 fresnelpower +2.00000000 reflect_factor +0.50000000 ambientfactor +0.60000002 2 colourmapfactor +0.66666669 +0.30196080 +0.30196080 +0.00000000 specfactor +1.00000000 +1.00000000 +1.00000000 +1.00000000 ipart = 0, (min,max) = 0, 69 ipart = 1, (min,max) = 70, 139 ipart = 2, (min,max) = 140, 163 ipart = 3, (min,max) = 164, 233 ipart = 4, (min,max) = 234, 303 ipart = 5, (min,max) = 304, 400 ipart = 6, (min,max) = 401, 497 ipart = 7, (min,max) = 498, 572 ipart = 8, (min,max) = 573, 621 ipart = 9, (min,max) = 622, 687 Exception in Tkinter callback Traceback (most recent call last): File "C:\Program Files\Python\lib\lib-tk\Tkinter.py", line 1410, in __call__ return self.func(*args) File "C:\Video Games\Steam\steamapps\common\empire total war\Modding Tools\ETW variant_weighted_meshConverter_v1_0.py", line 6058, in ms3d2meshConverterButton backVWMobj.partsection = ms3dobj.makeVWMPartSection( bonepalette ) File "C:\Video Games\Steam\steamapps\common\empire total war\Modding Tools\ETW variant_weighted_meshConverter_v1_0.py", line 4617, in makeVWMPartSection idet = 1.0 / ( s1 * t2 - s2 * t1 ) ZeroDivisionError: float division
@Ahiga
Hopefully version 1.3 will fix that.
@All
Here's a link to version 1.3 of the variant_weighted_mesh converter:
http://www.twcenter.net/forums/downl...o=file&id=2612
I've tried to put in traps for any zero divides when calculating the tangent
space basis for the back conversion. When all else fails I just stick in an
arbitrary tangent and bitangent and leave it at that.
I also included a beta converter for rigid_model. I think it does the geometry
ok but the uvs that come out of the rigid_model meshes are sometimes greater than
1.0 or less than 0.0. Some of the uvs look just right in Milkshape so I don't think it's
a common scaling or transforming problem. I've left in the code that writes out the file
as text if anyone wants to look at the uvs that way. In the vertex sections that look like:
Columns 7 and 8 are supposed to be u and v, respectively, but, as you can see, some of the u'sCode:+3.5622740 +1.4599494 -3.6472118 -0.7400353 +0.5327236 -0.4105525 -0.7343975 +0.3912459 -0.7447522 +0.2723613 +0.6092319 -0.5261092 -0.8012646 -0.2849285 +1.0000000 +1.0000000 +1.0000000 +1.0000000 +54.8713150 -129.3623962 +3.9002080 +1.6108029 -4.0606055 -0.7400353 +0.5327236 -0.4105525 -0.5507886 +0.3912459 -0.7447522 +0.2723613 +0.6092319 -0.5261092 -0.8012646 -0.2849285 +1.0000000 +1.0000000 +1.0000000 +1.0000000 +54.8713226 -129.3623962 +3.7921476 +1.3065975 -4.2605696 -0.2850863 -0.8007205 -0.5268515 -7.0573659 +0.2836526 +0.4109596 -0.5335796 +0.7391921 +0.7440025 -0.2722855 -0.6101810 +1.0000000 +1.0000000 +1.0000000 +1.0000000 +54.8713417 -144.4552917 +4.9820123 +1.0369465 -4.4945993 -0.2850863 -0.8007205 -0.5268515 -6.7502384 +0.0098621 +0.4109596 -0.5335796 +0.7391921 +0.7440025 -0.2722855 -0.6101810 +1.0000000 +1.0000000 +1.0000000 +1.0000000 +91.4522247 -144.4552917 +4.2155566 +0.6947786 -3.5598257 -0.2850863 -0.8007205 -0.5268515 -6.7502384 +0.4258575 +0.4109596 -0.5335796 +0.7391921 +0.7440025 -0.2722855 -0.6101810 +1.0000000 +1.0000000 +1.0000000 +1.0000000 +91.4522247 -144.4552917 +4.2155566 +0.6947786 -3.5598257 -0.2839274 -0.8006893 -0.5275244 -6.7502384 +0.4258575 +0.4108024 -0.5329615 +0.7397253 +0.7436124 -0.2735850 -0.6100752 +1.0000000 +1.0000000 +1.0000000 +1.0000000 +91.4522247 -144.4552917
are -6.7. If anyone has some ideas as to what might be going on, please post.
@danova,
Sorry, don't know the answer to that, I don't own the game so I don't know
how it's organized. I make the converters from files people send me. But don't
worry, Stefaneke, Aradiel, Ahiga, etc., the real modellers for ETW, know that
stuff so they'll be able to answer your question.
KE
Very good job as usual.
Edictum mod adds new edicts to Rome II. http://www.twcenter.net / YouTube: Edictum Mod / Click here for Edictum Mod on steam
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