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  1. #1

    Default RTW to MTW2 converting problem

    So i wanted to have a 300 battle on MTW2 (because it looks better ) But when i tried to convert a spartan unit with KE's GOAT converter and using this tutorial : http://www.twcenter.net/forums/showthread.php?t=190754

    Now , when i see the result in-game , it's this :



    I already thought it wouldn't work when the .ms3d model was 150 kb, and the .mesh file 57 kb. And when i try to reconvert the mesh file to .ms3d , i get this error :



    Anyone knows what can cause (or solve, preferably ) this ?

  2. #2

    Default Re: RTW to MTW2 converting problem

    nvm. I'll try converting it with another converter.

    The biggest problem is that GrumpyOldMan's Converter has a trojan in its download, so is there another converter, or another link to GOM's converter that hasn't got a trojan in it ?

  3. #3
    /|\/|\/|\/|\/|\/|\/
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    Default Re: RTW to MTW2 converting problem

    Sounds like you have an antivirus problem, as opposed to a virus problem.

    I know nothing about the issue...

  4. #4

    Default Re: RTW to MTW2 converting problem

    Well, these were some comments :

    can someone upload a new releas, their i a trojan horse in the file, thanks...
    there's a trojan in you zip...
    You can see them here

    http://www.twcenter.net/forums/downl...o=file&id=1276

  5. #5
    Swagger's Avatar Imperial Coffee-Runner
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    Default Re: RTW to MTW2 converting problem

    it's probably becouse of the script in the .exe


    i'd say it's a false alarm
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  6. #6

    Default Re: RTW to MTW2 converting problem

    Kk ..

    But if it isn't, i'm going to hunt you down, and kill you all

  7. #7

    Default Re: RTW to MTW2 converting problem

    Ok, thx all, it works, and has no trojan

    But now i get a weird error : My unit dissappears/appears (depends) if i zoom in or out, and he has a jesus syndrom. When i zoom out, all that remains are the heads :




  8. #8
    KnightErrant's Avatar Decanus
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    Default Re: RTW to MTW2 converting problem

    @Mr. Blackadder,

    GOM's converter is definitely the most stable; written in Blitz 3D Basic and compiled down to
    a Windows executable. Just don't use it if you are adding extra bones because it wasn't written
    for that. For disappearing bits, check the modeldb file, it determines which lods are used at different
    distance scales. For Jesus syndromes, check Alletun's "Tome of Knowledge". Usually the Jesus syndrome
    is caused by unassigned verts so maybe a click of the "Unassigned Verts" button in Milkshape will
    lead you to the problem. The Tome has more suggestions to try.

  9. #9

    Default Re: RTW to MTW2 converting problem

    Thx for the reply

    But the disappearing bits can't be caused by the modeldb file i think. I use the same lod, for any distance :

    Code:
    55 unit_models/_Units/EN_Peasant_Padded/immortal_lod1.mesh 121 
    55 unit_models/_Units/EN_Peasant_Padded/immortal_lod1.mesh 900 
    55 unit_models/_Units/EN_Peasant_Padded/immortal_lod1.mesh 2500 
    55 unit_models/_Units/EN_Peasant_Padded/immortal_lod1.mesh 6400
    And i'll check Alletun's Tome of Knowledge


    I think the problem for those disappearing stuff is because i converted RTW file with GOAT, not using GOM's skeleton, and then convert it using GOM's converter .

  10. #10

    Default Re: RTW to MTW2 converting problem

    Alright, i saw that the Tome posted a solution : Rig all verteces to bone_pelvis, and then rig them to their appropriate bones. Now , the biggest problem is that i don't have any rigging experience , and i don't know which vertex goes to wich bone etc.. Does anyone have some tips? Cause vanilla models are rigged pretty complicated

  11. #11

    Default Re: RTW to MTW2 converting problem

    Well the way I figured out skeleton rigging was to open another model in milkshape and turn on the show skeleton feature. That way I could compare between my model and a working one and attach each vertex in a way that looks right.

  12. #12

    Default Re: RTW to MTW2 converting problem

    That's true, but vanilla also has verteces that are rigged to like 3 bones, and i'm importing dudes from RTW , who have other structure, less verteces, etc..

    I really want those units

  13. #13

    Default Re: RTW to MTW2 converting problem

    If you just use GOAT 1.1 with MS3D, all the verts are rigged for you. Another possible cause of the dissappearing models when zooming could be down to you texture file size, and I mean dimensions, 256 x 256 gave me the same type of problem.

  14. #14

    Default Re: RTW to MTW2 converting problem

    Alright, i regrouped all groups down to 1 body group, and became a small result :


  15. #15

    Default Re: RTW to MTW2 converting problem

    have you checked the groups comments?
    Common sense removed due being Disruptive.

  16. #16

    Default Re: RTW to MTW2 converting problem

    Yes, they should not cause any errors .

    @ Eothese : I tried to use GOAT 1_1 instead of GOAT 1, but it didn't work again. Perhaps it is because i get 3 errors every time i open GOAT ?

    And is it normal that bone_pelvis doesn't have any verteces assigned to it, but when i click it, the whole model looks green ?
    Last edited by Killerbee; October 20, 2009 at 11:04 AM.

  17. #17

    Default Re: RTW to MTW2 converting problem

    Quote Originally Posted by Mr.Blackadder View Post
    Yes, they should not cause any errors .

    @ Eothese : I tried to use GOAT 1_1 instead of GOAT 1, but it didn't work again. Perhaps it is because i get 3 errors every time i open GOAT ?
    No, I get those 3 errors also, thats just because you dont have GOAT installed in the directory it was created in/for.

    Quote Originally Posted by Mr.Blackadder View Post
    And is it normal that bone_pelvis doesn't have any verteces assigned to it, but when i click it, the whole model looks green ?
    Sometimes the pelvis will have very few verts, maybe even none, but click it with show skeleton checked and all the joints and bones will be green. That's because the pelvis is the 'parent' of all bones. Click torso and all the bones that torso is parent of will be green. To be honest as long as the skeleton is intact you don't need to concern yourself with it unless you are making new animations.

    You can just assign verts to the nearest bone, you don't need to use them all (clavical, jaw and eyebrow for example) and you don't need to weight them between bones, you will just get better results if you do...

    Your problem now, with the 'Jesus syndrom' is likely down to the comments of the groups. If you take the time to compare existing models you should be able to figure this out.
    You only really need a body group and a primary_weapon group if you don't want any variety in your models...
    Last edited by Eothese; October 20, 2009 at 02:15 PM.

  18. #18

    Default Re: RTW to MTW2 converting problem

    For immortals , no variety is needed . After all, they must all look the same

    i'll try to get some variation in the spartans though

  19. #19
    SoulBlade's Avatar Vicarius
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    Default Re: RTW to MTW2 converting problem

    The first screen looks awesome!
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  20. #20

    Default Re: RTW to MTW2 converting problem

    Quote Originally Posted by SoulBlade View Post
    The first screen looks awesome!
    I like sarcasm, but i think this was one of the exceptions

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