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Thread: Python converter for .variant_weighted_mesh model

  1. #101

    Default Re: Python converter for .variant_weighted_mesh model

    Quote Originally Posted by KnightErrant View Post
    @Aradiel

    I think most people don't handle lods at all.[...]Unless you're modding every unit, maybe the M2TW
    "just don't worry about it" works.
    Yea, you are probably right, i guess we lack of expirience with empire also.

  2. #102
    S-te-Fan's Avatar Primicerius
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    Default Re: Python converter for .variant_weighted_mesh model

    There's a way in 3dsmax so you can merge models withouth having to re-rig everything.

  3. #103

    Default Re: Python converter for .variant_weighted_mesh model

    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.

  4. #104

    Default Re: Python converter for .variant_weighted_mesh model

    Hey , just popping by , any progress ?

  5. #105

    Default Re: Python converter for .variant_weighted_mesh model

    Quote Originally Posted by KingTheoden1 View Post
    Hey , just popping by , any progress ?

    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.

  6. #106
    joedreck's Avatar Artifex
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    Default Re: Python converter for .variant_weighted_mesh model

    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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  7. #107
    S-te-Fan's Avatar Primicerius
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    Default Re: Python converter for .variant_weighted_mesh model

    You can use the optimze modifier in 3dsmax to create LODs.

  8. #108

    Default Re: Python converter for .variant_weighted_mesh model

    Quote Originally Posted by Aradiel View Post
    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.
    Right , good job ! Keep up the good work

    And nice knight stefaneke

  9. #109

    Default Re: Python converter for .variant_weighted_mesh model

    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?

  10. #110
    S-te-Fan's Avatar Primicerius
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    Default Re: Python converter for .variant_weighted_mesh model

    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.

  11. #111

    Default Re: Python converter for .variant_weighted_mesh model

    Quote Originally Posted by stefaneke View Post
    You can use the optimze modifier in 3dsmax to create LODs.
    Indeed, good tip, i tested it and managed to get it down to a little above a vanilla lod3, replaced lod3 and 4s with it and noticed a considerable performance increase.

  12. #112
    KnightErrant's Avatar Decanus
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    Default Re: Python converter for .variant_weighted_mesh model

    @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.

  13. #113

    Default Re: Python converter for .variant_weighted_mesh model

    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.

  14. #114

    Default Re: Python converter for .variant_weighted_mesh model

    Quote Originally Posted by Zigster View Post
    Hey Aradiel, very nice looking model.
    They look great! I guess they're for the WWI Mod?
    Thanks, and no they are for the civilwar mod.

  15. #115

    Default Re: Python converter for .variant_weighted_mesh model

    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:

    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
    Any idea what the problem is?

  16. #116
    KnightErrant's Avatar Decanus
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    Default Re: Python converter for .variant_weighted_mesh model

    @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:

    Code:
      +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
    Columns 7 and 8 are supposed to be u and v, respectively, but, as you can see, some of the u's
    are -6.7. If anyone has some ideas as to what might be going on, please post.

  17. #117
    danova's Avatar Protector Domesticus
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    Default

    yup! Thanks mate your works!
    I have little moding orgasm...
    .

    Sorry! Where are the muskets and equipments? in wich file?
    .
    Last edited by Astaroth; September 04, 2009 at 06:52 PM. Reason: merged double post

  18. #118
    KnightErrant's Avatar Decanus
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    Default Re: Python converter for .variant_weighted_mesh model

    @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

  19. #119
    danova's Avatar Protector Domesticus
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    Default Re: Python converter for .variant_weighted_mesh model

    ok, thanks your help!
    ...and more thanks for the converter
    .

  20. #120
    joedreck's Avatar Artifex
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    Default Re: Python converter for .variant_weighted_mesh model

    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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