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Thread: Problems converting ms3d back to mesh format

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  1. #1
    Geronimo2006's Avatar TAR Local Moderator
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    Default Problems converting ms3d back to mesh format

    I have created a model merging the bigwig head of the euro_general_and_staff model with Danova's Swedish footguard model to more accurate represent early 18th century officers (see below). I did this using Knighterrant's python converter to convert the relevant models from mesh format to ms3d. The problem though is that when I try to convert it back, I get error messages such as "Index out of range". What causes this error and more importantly - how do I get around it?
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  2. #2

    Default Re: Problems converting ms3d back to mesh format

    hi i have had this message a couple of times in the past. It usually happens when they are too many joints example two lots of of weapons 1, 2, 3 etc . to fix delete the ones at the very bottom of the list then check every thing is assighned should fix it.
    hope this helps
    adrian
    Last edited by adrian74; January 10, 2011 at 12:30 PM.

  3. #3
    Geronimo2006's Avatar TAR Local Moderator
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    Default Re: Problems converting ms3d back to mesh format

    Quote Originally Posted by adrian74 View Post
    hi i have had this message a couple of times in the past. It usually happens when they are too many joints example two lots of of weapons 1, 2, 3 etc . to fix delete the ones at the very bottom of the list then check every thing is assighned should fix it.
    hope this helps
    adrian
    Thanks Adrian. I'll give it a try but I wonder how that could be problem given one model only had a head, a hat and a wig and I had deleted the head and hat from the other model. +1 anyway.
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  4. #4
    wangrin's Avatar Unguibus et Rostro
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    Default Re: Problems converting ms3d back to mesh format

    Removing a group doesn't remove joints.

    When you merge 2 models, the resulting one get 2 "skeletons".

    You will have to delete the second skeleton (which come from the merged model).
    This is a tiresome task because you must not only delete joints, you have to tie vertex from the merged model to the first skeleton.
    In Joints thumbmail you'll have to select "SelAssigned" vertex for each joint, then "Show" vertex weight, "Select", tie selected vertex to the good joint and repeat the process untill you receive "Please select the vertices you want to show in the weight editor" (it means you have no vertex tied to the selected joint).
    This process begin with the last joint (joints list bottom), and you will have to repeat the process for each joint until you have only one skeleton.
    Do not forget the "SelUnAssigned" vertex at the end, you will see if some vertex are not tied to joints.

    I hope it's not too unclear...


    « Le courage, c’est de ne pas subir la loi du mensonge triomphant qui passe, et de ne pas faire écho de notre âme, de notre bouche et de nos mains aux applaudissements imbéciles et aux huées fanatiques.. » Jean JAURES

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    Geronimo2006's Avatar TAR Local Moderator
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    Default Re: Problems converting ms3d back to mesh format

    Quote Originally Posted by wangrin View Post
    Removing a group doesn't remove joints.

    When you merge 2 models, the resulting one get 2 "skeletons".

    You will have to delete the second skeleton (which come from the merged model).
    This is a tiresome task because you must not only delete joints, you have to tie vertex from the merged model to the first skeleton.
    In Joints thumbmail you'll have to select "SelAssigned" vertex for each joint, then "Show" vertex weight, "Select", tie selected vertex to the good joint and repeat the process untill you receive "Please select the vertices you want to show in the weight editor" (it means you have no vertex tied to the selected joint).
    This process begin with the last joint (joints list bottom), and you will have to repeat the process for each joint until you have only one skeleton.
    Do not forget the "SelUnAssigned" vertex at the end, you will see if some vertex are not tied to joints.

    I hope it's not too unclear...
    Thanks wangrin fingers-crossed I get the hang of it this time. Could you clarify for me if the deletion of the 2nd "skeleton" is separate from the "set assigned" instructions in your post or part of the same process?

    "List index is out of range" is one of the error messages by the way. Any chance I could send the model to someone who could convert it to mesh format for me?
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    Last edited by Geronimo2006; January 10, 2011 at 04:58 PM.
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    wangrin's Avatar Unguibus et Rostro
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    Default Re: Problems converting ms3d back to mesh format

    Send it to me.
    I will take a look.


    « Le courage, c’est de ne pas subir la loi du mensonge triomphant qui passe, et de ne pas faire écho de notre âme, de notre bouche et de nos mains aux applaudissements imbéciles et aux huées fanatiques.. » Jean JAURES

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    Geronimo2006's Avatar TAR Local Moderator
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    Default Re: Problems converting ms3d back to mesh format

    Thanks wangrin. It is here compressed as a rar file.
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    wangrin's Avatar Unguibus et Rostro
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    Default Re: Problems converting ms3d back to mesh format

    I have a look a the model.
    It should be easier to merge hat to wild_geese model than merging wild_geese_model to hat, you'll have far less work with joints and vertex weight.
    I've remove the doubloon joints but still have problem with vertex weight.
    I'll have to rework the model, adding hair to Danova swedish foot guard model.


    « Le courage, c’est de ne pas subir la loi du mensonge triomphant qui passe, et de ne pas faire écho de notre âme, de notre bouche et de nos mains aux applaudissements imbéciles et aux huées fanatiques.. » Jean JAURES

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    wangrin's Avatar Unguibus et Rostro
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    Default Re: Problems converting ms3d back to mesh format

    I've reworked model.
    This one should be better


    « Le courage, c’est de ne pas subir la loi du mensonge triomphant qui passe, et de ne pas faire écho de notre âme, de notre bouche et de nos mains aux applaudissements imbéciles et aux huées fanatiques.. » Jean JAURES

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    Geronimo2006's Avatar TAR Local Moderator
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    Default Re: Problems converting ms3d back to mesh format

    Great work wangrin! Thanks. +1

    Could you help me create a base-texture for this model? Up to now I've always used other people's textures as a base for exiwting models and just edited them. This is my progress so far but it doesn't quite fit the coat and part of the wig texture ends up on the neckcloth:
    Spoiler Alert, click show to read: 


    Last edited by Geronimo2006; January 11, 2011 at 01:03 PM.
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  11. #11
    wangrin's Avatar Unguibus et Rostro
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    Default Re: Problems converting ms3d back to mesh format

    I can create an UVMap with UU3D.


    « Le courage, c’est de ne pas subir la loi du mensonge triomphant qui passe, et de ne pas faire écho de notre âme, de notre bouche et de nos mains aux applaudissements imbéciles et aux huées fanatiques.. » Jean JAURES

  12. #12
    Geronimo2006's Avatar TAR Local Moderator
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    Default Re: Problems converting ms3d back to mesh format

    Quote Originally Posted by wangrin View Post
    I can create an UVMap with UU3D.
    Is that a diffuse file?
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  13. #13
    wangrin's Avatar Unguibus et Rostro
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    Default Re: Problems converting ms3d back to mesh format

    It's the map for texture.

    For minor modification, you could use the "texture coordinate editor" (Ctrl +T) from MilkShape.
    For major modification, it's often necessary to create a new UVMap.

    To fit coat's UVMap with you texture should be easy, even with MilkShape's tool.


    « Le courage, c’est de ne pas subir la loi du mensonge triomphant qui passe, et de ne pas faire écho de notre âme, de notre bouche et de nos mains aux applaudissements imbéciles et aux huées fanatiques.. » Jean JAURES

  14. #14
    Geronimo2006's Avatar TAR Local Moderator
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    Default Re: Problems converting ms3d back to mesh format

    The only real problem I'm having is that the texture for a wig tends to colour in the neckcloth, while the hat for the old wigged officer colours in the hem of the coat. If I use the hat texture for the old foot_guard model it doesn't affect the coat but it is too small for the head....
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  15. #15
    wangrin's Avatar Unguibus et Rostro
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    Default Re: Problems converting ms3d back to mesh format

    It's the UV Map.
    If you open the Milkshape's UV tool and select a group, you will see their UV map.
    Here is a better UVMap :
    Last edited by wangrin; January 11, 2011 at 02:53 PM.


    « Le courage, c’est de ne pas subir la loi du mensonge triomphant qui passe, et de ne pas faire écho de notre âme, de notre bouche et de nos mains aux applaudissements imbéciles et aux huées fanatiques.. » Jean JAURES

  16. #16
    Geronimo2006's Avatar TAR Local Moderator
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    Default Re: Problems converting ms3d back to mesh format

    Link here wangrin.
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  17. #17
    wangrin's Avatar Unguibus et Rostro
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    Default Re: Problems converting ms3d back to mesh format

    I think the last model should be fine.
    You should have a look to the UVmap picture, it will give you informations about where are groups.
    As the model has got a lot of them, the UVMap has got only few free space.


    « Le courage, c’est de ne pas subir la loi du mensonge triomphant qui passe, et de ne pas faire écho de notre âme, de notre bouche et de nos mains aux applaudissements imbéciles et aux huées fanatiques.. » Jean JAURES

  18. #18
    Geronimo2006's Avatar TAR Local Moderator
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    Default Re: Problems converting ms3d back to mesh format

    Excellent thanks wangrin.
    Colonialism 1600AD - 2016 Modding Awards for "Compilations and Overhauls".



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  19. #19
    Geronimo2006's Avatar TAR Local Moderator
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    Default Re: Problems converting ms3d back to mesh format

    I'm still not able to do it because this is the colour scheme that comes up in milkshape to denote the relevant colour-coded areas when I increase the size of the picture to 1024 x 1024 (default size of model texture files in the game) and then save as diffuse:
    Spoiler Alert, click show to read: 
    This makes it difficult to tell which coloured areas denote which model part. I know the diagram you posted shows parts of the model, but when increased to the correct size (1024 x 1024 instead of 512 x 512), the proportions are still not as they are in the old textures. For example, the wig in the textures I am using is much too large to fit in that part of your UV map, because it would then overlap with the legs.

    Is there any way I can texture individual model parts, and then come up with a consolidated texture diffuse file? If so how. What I am aiming for is basically what is below but with a large enough cap (one that the head isn't bursting through) and without the wig colour encroaching on the bottom of the coat, and without the wig colour spreading onto the neckcloth:
    Spoiler Alert, click show to read: 
    Also, I have no idea what that pink object above the wig on your UV map represents?
    Last edited by Geronimo2006; January 11, 2011 at 05:25 PM.
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  20. #20
    wangrin's Avatar Unguibus et Rostro
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    Default Re: Problems converting ms3d back to mesh format

    You can hide vertice groups in MilkShape (Groups / Select a vertice group / Hide).
    So, you should be able to see individual group.

    The pink object above wigs is a part of the torso/body.

    The coordinate texture editor allow you to rework texture, but it is harder than with UU3D.

    You will have to rework dds file, wigs are sometime "hidden".
    About tricorn, do you have a picture for what you're searching for ?
    It will be helpful to find the good model
    Last edited by wangrin; January 12, 2011 at 04:16 PM. Reason: adding DAN_OFF_V3_UVMap


    « Le courage, c’est de ne pas subir la loi du mensonge triomphant qui passe, et de ne pas faire écho de notre âme, de notre bouche et de nos mains aux applaudissements imbéciles et aux huées fanatiques.. » Jean JAURES

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