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

  1. #821
    paleologos's Avatar You need burrito love!!
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    Default Re: Be a Modder: Doctoring of Medieval 2 units.

    I cannot extract this, maybe it is corrupt.
    Try making a rar file.

  2. #822

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

    New folder.zipUgh I compressed it with 7zip, il compress it using normal windows zip, Il download winrar in case that doesnt work?

  3. #823
    paleologos's Avatar You need burrito love!!
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    Default Re: Be a Modder: Doctoring of Medieval 2 units.

    The sword in the newest version of your model was not vertex-weighted.
    Make sure you weight that group of vertices to the right hand.

  4. #824

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

    O_O I understand now, I never saw anything about vertex-weighing while i was searching around, damn... thanks all the fun I can have now.

  5. #825
    paleologos's Avatar You need burrito love!!
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    Default Re: Be a Modder: Doctoring of Medieval 2 units.

    You are welcome, like the great G likes to say: "one is glad to be of service".

  6. #826

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

    I have one final question as im having issues merging with Mesh_2(It continuously just makes a larger file until shut down with tast manager), am I ok to use milkshapes merger or?

  7. #827
    paleologos's Avatar You need burrito love!!
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    Default Re: Be a Modder: Doctoring of Medieval 2 units.

    I recommend against the milkshape merger function because it will create dual sceletons and two sets of texture requirements.
    It seems to me that one of the files you are trying to merge were converted to ms format with a tool other that the one you are trying to use now.
    I don't know if there is an easy way to fix this and it's been a couple of years since the last time I had this problem.

  8. #828

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

    Idk what the problem was but after looking through some threads I found some saying it has something to do with kingdoms? Im using zarathos's toolbox now and its working fine.

  9. #829

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

    But seriously thanks man (Pauldrons and upper arm plates, weighting those pauldrons was the most frustrating thing iv done in my life)Click image for larger version. 

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  10. #830
    AnthoniusII's Avatar Μέγαc Δομέστικοc
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    Default Re: Be a Modder: Doctoring of Medieval 2 units.

    Quote Originally Posted by paleologos View Post
    I recommend against the milkshape merger function because it will create dual sceletons and two sets of texture requirements.
    It seems to me that one of the files you are trying to merge were converted to ms format with a tool other that the one you are trying to use now.
    I don't know if there is an easy way to fix this and it's been a couple of years since the last time I had this problem.
    I agree 100% .
    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.


  11. #831
    Mr_Nygren's Avatar Berserkir
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    Default Re: Be a Modder: Doctoring of Medieval 2 units.

    Hello, the pictures in the first post has disappeared which makes it impossible to understand what is shown in the pictures.

    Is there any other tutorials with pictures?
    Be your friend's, true friend. Return gift for gift. Repay laughter, with laughter again
    but betrayal with treachery.

    - The Havamal

  12. #832
    paleologos's Avatar You need burrito love!!
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    Default Re: Be a Modder: Doctoring of Medieval 2 units.


  13. #833
    Mr_Nygren's Avatar Berserkir
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    Default Re: Be a Modder: Doctoring of Medieval 2 units.

    Thanks, now i am able to merge units and change attachmentsets.

    Do you know of a good tutorial for riging models from one game to another?

    The textures and models are easily imported by Milkshape3d which has a special importer for Warcraft 3. And i want to test my luck att riging such a unit (fan-made) for Med2.
    Be your friend's, true friend. Return gift for gift. Repay laughter, with laughter again
    but betrayal with treachery.

    - The Havamal

  14. #834
    paleologos's Avatar You need burrito love!!
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    Default Re: Be a Modder: Doctoring of Medieval 2 units.

    Rigging is the part of modelling that has to do with the creation of a skeleton for the model and the assignment of the vertex weights to the the skeleton bones.
    I suppose you mean "porting" of a model from one game to M2TW.
    Putting aside copyright issues, if you can open and manipulate a model with milkshape then it is perfectly possible to port it to M2TW, provided it can be assigned to a suitable available skeleton.
    I mean you would be able to see an eight legged bigass spider in M2TW but it's legs wouldn't move convincingly.

  15. #835
    Mr_Nygren's Avatar Berserkir
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    Default Re: Be a Modder: Doctoring of Medieval 2 units.

    Quote Originally Posted by paleologos View Post
    Rigging is the part of modelling that has to do with the creation of a skeleton for the model and the assignment of the vertex weights to the the skeleton bones.
    I suppose you mean "porting" of a model from one game to M2TW.
    Putting aside copyright issues, if you can open and manipulate a model with milkshape then it is perfectly possible to port it to M2TW, provided it can be assigned to a suitable available skeleton.
    I mean you would be able to see an eight legged bigass spider in M2TW but it's legs wouldn't move convincingly.
    I see, i've got a weird problem when trying to give Labrynna Gunners from Hyrule 3.6 cannons used by their counterpart in 4.5. They turn out weird and the weapons aren't held properly by the units - usually this should have to do with animations?

    But the thing is the animations are the very same. I tried it in both mods and it had the same bug/issue.

    In Milkshape3d it looked fine though.

    Pictures:
    Attached Thumbnails Attached Thumbnails bandicam 2017-05-01 15-22-27-283.jpg   kingdoms 2017-05-01 15-23-28-784.jpg   kingdoms 2017-05-01 15-23-31-045.jpg   kingdoms 2017-05-01 15-23-33-345.jpg   kingdoms 2017-05-01 15-23-36-226.jpg  

    Be your friend's, true friend. Return gift for gift. Repay laughter, with laughter again
    but betrayal with treachery.

    - The Havamal

  16. #836
    paleologos's Avatar You need burrito love!!
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    Default Re: Be a Modder: Doctoring of Medieval 2 units.

    This is not an animation problem, it seems to me like an incorrect vertex weight assignment.
    Go through this post you may find your answers in there, if not, post your question in this part of the forums.
    It may not look as the same problem but I think it is.

  17. #837
    Mr_Nygren's Avatar Berserkir
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    Default Re: Be a Modder: Doctoring of Medieval 2 units.

    Quote Originally Posted by paleologos View Post
    This is not an animation problem, it seems to me like an incorrect vertex weight assignment.
    Go through this post you may find your answers in there, if not, post your question in this part of the forums.
    It may not look as the same problem but I think it is.
    Okay thanks, i will do that.
    Be your friend's, true friend. Return gift for gift. Repay laughter, with laughter again
    but betrayal with treachery.

    - The Havamal

  18. #838
    Mr_Nygren's Avatar Berserkir
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    Default Re: Be a Modder: Doctoring of Medieval 2 units.

    Quote Originally Posted by paleologos View Post
    This is not an animation problem, it seems to me like an incorrect vertex weight assignment.
    Go through this post you may find your answers in there, if not, post your question in this part of the forums.
    It may not look as the same problem but I think it is.
    There is also one other thing. The models in Hyrule all uses the same textures for both attachmentsets and figure - how do one merge a unit when this is the case?

    Usually one would have one texture for attachments and one for figure - but this isn't the case with these models which causes problems with one of the textures.
    Be your friend's, true friend. Return gift for gift. Repay laughter, with laughter again
    but betrayal with treachery.

    - The Havamal

  19. #839
    paleologos's Avatar You need burrito love!!
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    Default Re: Be a Modder: Doctoring of Medieval 2 units.

    "Attachments" and "figure" are not parts of the mesh, they are just names of the texturing materials.
    You are not going to have a problem merging models.

  20. #840
    Mr_Nygren's Avatar Berserkir
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    Default Re: Be a Modder: Doctoring of Medieval 2 units.

    Quote Originally Posted by paleologos View Post
    "Attachments" and "figure" are not parts of the mesh, they are just names of the texturing materials.
    You are not going to have a problem merging models.
    No, i meant the texture for the weapon gets messed up because the weapon-texture is part of the figure-texture?
    Be your friend's, true friend. Return gift for gift. Repay laughter, with laughter again
    but betrayal with treachery.

    - The Havamal

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