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Thread: Be a Modder: Doctoring of Medieval 2 units.

  1. #21
    Heljumper117's Avatar Libertus
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    Default Re: Be a Modder: Doctoring of Medieval 2 units.

    What do I need to mess with to make the pole axes in the knights hands?

  2. #22

    Default Re: Be a Modder: Doctoring of Medieval 2 units.

    You need to read it thoroughly. Make sure the comments in the weapon are set right.

  3. #23
    Heljumper117's Avatar Libertus
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    Default Re: Be a Modder: Doctoring of Medieval 2 units.

    Quote Originally Posted by Ishan View Post
    You need to read it thoroughly. Make sure the comments in the weapon are set right.
    did everything exactly by instruction but i still cant figure it out

  4. #24
    AnthoniusII's Avatar Μέγαc Δομέστικοc
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    Default Re: Be a Modder: Doctoring of Medieval 2 units.

    It seams like a weapon comment problem plus weapon asignment.
    Try to :
    Select the weapon's vertices (only).
    a) use "select all"
    b) use "hide selection"
    c) select the weapon in the groups list and press hide button. Weapon will be visuable again.
    d) double clic on the weapon's group name and it will become red.
    e) go to joints sector. [1]
    f) select bone_weapon_01 or bone_rhand by 100%.[2]
    g) select "asign" [3]



    Remember the comments.
    If your weapon is the 1st that those warriors will use the comments must be like this:
    Code:
    primaryactive0
    name of the weapon that has in the groups section(example warhamer_01)
    0
    empty space under 0 
    CREDITS
    Absinthia
    Lord_Calidor
    Sumskilz
    Matko
    Koultouras
    For their modding lessons to me.
    Last edited by AnthoniusII; January 24, 2011 at 07:57 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.


  5. #25
    Heljumper117's Avatar Libertus
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    Default Re: Be a Modder: Doctoring of Medieval 2 units.

    oh
    Last edited by Ishan; January 24, 2011 at 09:10 AM. Reason: please be precise

  6. #26
    Heljumper117's Avatar Libertus
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    Default Re: Be a Modder: Doctoring of Medieval 2 units.

    could one of you guys plz fix another small problem, in game the units are invisible except the weapon here's the ms3d files
    Last edited by Heljumper117; January 24, 2011 at 07:42 PM.

  7. #27
    Heljumper117's Avatar Libertus
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    Default Re: Be a Modder: Doctoring of Medieval 2 units.

    tried to do the added directions but that makes some wierd stiff happen but the zip has pretty much all i want to do so could some1 help me get it working correctly?

  8. #28
    AnthoniusII's Avatar Μέγαc Δομέστικοc
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    Default Re: Be a Modder: Doctoring of Medieval 2 units.

    Quote Originally Posted by Heljumper117 View Post
    could one of you guys plz fix another small problem, in game the units are invisible except the weapon here's the ms3d files
    Quote Originally Posted by Heljumper117 View Post
    tried to do the added directions but that makes some wierd stiff happen but the zip has pretty much all i want to do so could some1 help me get it working correctly?
    My friend only weapons have their vertices assigned to a bone.
    The rest of the model has no vertices assigned to a sigle bone.
    Find the original body model of those knights.
    Use errase only the groups you do not need of them.
    Save it with the same name or something similar to allow you to know what you are ussing.
    Use GOM to merge the bodies and the hammers.
    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.


  9. #29
    Heljumper117's Avatar Libertus
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    Default Re: Be a Modder: Doctoring of Medieval 2 units.

    Quote Originally Posted by AnthoniusII View Post
    My friend only weapons have their vertices assigned to a bone.
    The rest of the model has no vertices assigned to a sigle bone.
    Find the original body model of those knights.
    Use errase only the groups you do not need of them.
    Save it with the same name or something similar to allow you to know what you are ussing.
    Use GOM to merge the bodies and the hammers.

    k didnt know that ty as u can see I'm a noob to all this stuff

  10. #30
    Heljumper117's Avatar Libertus
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    Default Re: Be a Modder: Doctoring of Medieval 2 units.

    Got the unit working finally! but i noticed that they hold the pole axe like a 2h sword why is that? and if i want them to hold the poleaxe like they originally do how do i do that?

  11. #31

    Default Re: Be a Modder: Doctoring of Medieval 2 units.

    For that you have to edit the animation that it uses in the BMDB file. Copy paste the animation lines in the poleaxe unit and paste them in the new unit you created.
    Read the BMDB para i have mentioned in the content box to know what i'm talking about.

  12. #32
    Heljumper117's Avatar Libertus
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    Default Re: Be a Modder: Doctoring of Medieval 2 units.

    works perfectly thanks

  13. #33

    Default Re: Be a Modder: Doctoring of Medieval 2 units.

    Glad to help bro.

  14. #34
    Heljumper117's Avatar Libertus
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    Default Re: Be a Modder: Doctoring of Medieval 2 units.

    I was getting rid of the line that goes down the skirt of the knights (left pic) by unwelding the leg parts then welding them again. After I did that I can tell the line is gone but whats with the part at the bottom (right pic)?

    my lodo files are in the rar

  15. #35

    Default Re: Be a Modder: Doctoring of Medieval 2 units.

    Unfortunately that trick doesn't works it messes up the texture coordinates there is hard method for fixing that here.

  16. #36
    Heljumper117's Avatar Libertus
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    Default Re: Be a Modder: Doctoring of Medieval 2 units.

    kk

  17. #37
    Heljumper117's Avatar Libertus
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    Default Re: Be a Modder: Doctoring of Medieval 2 units.

    I'm really lost in all that... could you please do it for me

    I tried the instructions until i had to use that goatgoal, I downloaded it and It's just a bunch of files that I don't know how to use at all...
    Last edited by Heljumper117; January 30, 2011 at 04:35 PM.

  18. #38
    AnthoniusII's Avatar Μέγαc Δομέστικοc
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    Default Re: Be a Modder: Doctoring of Medieval 2 units.

    GOM is far better when comes to merge or transform simple models.
    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.


  19. #39

    Default Re: Be a Modder: Doctoring of Medieval 2 units.

    but, how do I save the files as a .mesh file?

  20. #40

    Default Re: Be a Modder: Doctoring of Medieval 2 units.

    Quote Originally Posted by Xoxoman View Post
    but, how do I save the files as a .mesh file?
    GOM can convert a .mesh file to .ms3d and vice-versa, read the tutorial mate it's the first thing i have mentioned.

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