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Thread: v1.3 - NTW Model Converter Now Released!

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  1. #1
    Aanker's Avatar Concordant
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    Default Re: v1.1 - NTW Model Converter Now Released!

    Quote Originally Posted by panzerschreck View Post
    aanker, did you make some tries with gaz masks? it would be awesome...
    I'm not a modeller myself (I only texture the stuff BDIZZLE makes, but my work with his models and the atlas has taught me some things), but the question is whether a gas mask would work best as a face variant or helmet... Probably facial variant as different factions (with different helmets) used very similar gas masks.

    Quote Originally Posted by Adar View Post
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  2. #2
    'Gunny's Avatar Überrock über alles
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    Default Re: v1.1 - NTW Model Converter Now Released!

    I would like to add something, albeit late,

    TUTORIAL SECTION THREAD !!!
    this section is titled "Tools, Tutorials and Resources"

    This thread has the tag [Tool]


    Tutorial not necessarily included

  3. #3
    Dominicvs's Avatar Biarchus
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    Default Re: v1.1 - NTW Model Converter Now Released!

    Are you looking into making it possible for other programs like 3ds MAX or Blender, or Maya.

  4. #4

    Default Re: v1.1 - NTW Model Converter Now Released!

    Quote Originally Posted by Res Pvblica View Post
    Are you looking into making it possible for other programs like 3ds MAX or Blender, or Maya.
    It already is, just open it in MS and save as another format. Though it isn't thoroughly tested in many other formats.
    My Tools, Tutorials and Resources

    Was running out of space, so see the full list here!

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  5. #5
    Lord Senne's Avatar Foederatus
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    Default Re: v1.1 - NTW Model Converter Now Released!

    Tutorial is not need. very easy just mess with milkshape some. if you read it tell what do.

    1 first install plugin

    2 then look at import variantmodels
    now the hard part read the pop up(tell where the skeleton is) Then if the file from where you unpacked the pack file!!!
    now you got the model part. Look funny some, As all 3 lod are in one.

    3 in milkshape look at your groups tap there select the group an hide tap, hide the lod that you don't want or delete, up to you.

    now that it. you can merge or export what ever you like.

    need

    milkshape 3d 1.8.4 I use
    vpm1_1 plugin
    PackFileManager

    i like to do the mip map in 3D max

    Don,t have Ultimate Unwrap 3D but have not found a need for it yet.

  6. #6
    B-DizL's Avatar TGW Lead Modeller
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    Default Re: v1.1 - NTW Model Converter Now Released!

    Ok i got a problem,

    After i import all the equip files along with a reference skeleton and my models and attach the bones and change the comment as nessecary and export the only model in the exported file is the hat i imported to get a ref skeleton, all the other models are gone. and the hat has no info in the comments.

    So i tried putting in comments in the hat before exporting again and milkshape crashes.

  7. #7
    Primergy's Avatar Protector of the Union
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    Default Re: v1.1 - NTW Model Converter Now Released!

    After i import all the equip files along with a reference skeleton and my models and attach the bones and change the comment as nessecary and export the only model in the exported file is the hat i imported to get a ref skeleton, all the other models are gone. and the hat has no info in the comments.
    Equipment?! Hats don't belong to the equipment and the equipment files won't ask you for a skeleton.

    Import a Vanilla hat, and work from there, you need definitly four lod models, all named LOD0-LOD3. Comments aren't interesting as long as you work in Milkshape.

  8. #8
    B-DizL's Avatar TGW Lead Modeller
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    Default Re: v1.1 - NTW Model Converter Now Released!

    Wait so i dont need a skeleton if im working with only the rifles and equipment?

    And the helmets dont need comments?

  9. #9
    Steph's Avatar Maréchal de France
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    Default Re: v1.1 - NTW Model Converter Now Released!

    I managed to edit some plume, and then later some hats.
    But then the plume was not placed correctly with the modified hat

    So I did a simple test.

    Export the Scottish_hat from variant model, import in Milkshape, select the reference\tpose.anim, and export the mesh without any change.
    Result:



    The plum is modified for the modified hat, but also for the non modified hat (the officer on the hat). Is it a but in the import/export?

    How can I keep my plum settings to aboid screwing it?

  10. #10
    Steph's Avatar Maréchal de France
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    Default Re: v1.1 - NTW Model Converter Now Released!

    Also, when I import a mesh + skeleton, I see this. Looks weird. Although export the mesh later works fine




  11. #11
    Dominicvs's Avatar Biarchus
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    Default Re: v1.1 - NTW Model Converter Now Released!

    Well that doesn't help if you don't have MS

  12. #12
    boboav's Avatar Decanus
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    Default Re: v1.1 - NTW Model Converter Now Released!

    THIS is a greate tool

    THIS is what I was waiting

    please make THIS for shogun too
    Modder of "Bellum Crucis" and "De Bello Mundi"

  13. #13
    Primergy's Avatar Protector of the Union
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    Default Re: v1.1 - NTW Model Converter Now Released!

    And the helmets dont need comments?
    The helmet models itself not, there's a main comment box in the selection window, were you need comments, and the bones need comments. But those can be exported and reimported. when working in maya or something else.

    Wait so i dont need a skeleton if im working with only the rifles and equipment?
    Nope and the Importer won't ask you for one (atleast it didn't asked me so far)

  14. #14
    B-DizL's Avatar TGW Lead Modeller
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    Default Re: v1.1 - NTW Model Converter Now Released!

    Ok cool, then i think i got the rifle working

    But the helmet groups are just called LOD0 LOD1 etc, not rigid_equip_etc... right?

  15. #15
    Primergy's Avatar Protector of the Union
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    Default Re: v1.1 - NTW Model Converter Now Released!

    Ok cool, then i think i got the rifle working
    In the Equipment files? Strange, the exporter makes all equipment invisible as soon i export it.

  16. #16
    B-DizL's Avatar TGW Lead Modeller
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    Default Re: v1.1 - NTW Model Converter Now Released!

    Well by working i mean it didnt crash milkshape and all the comments and names are preserved, i dont know yet if it works in game but im handing off to Aanker tonite and hopefully he can get it to work.
    Last edited by B-DizL; August 25, 2011 at 04:08 PM.

  17. #17

    Default Re: v1.1 - NTW Model Converter Now Released!

    Quote Originally Posted by B-DizL View Post
    Ok cool, then i think i got the rifle working
    [offtopic]
    woot!
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  18. #18
    Primergy's Avatar Protector of the Union
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    Default Re: v1.1 - NTW Model Converter Now Released!

    Well by working i mean i didnt crash milkshape and all the comments and names are preserved, i dont know yet if it works in game but im handing off to Aanker tonite and hopefully he can get it to work.
    Don't think so, plumes and equipment get invisible after export, till tassilo finds the error...so basicly yes it's ingame but not visible^^
    Also have some invisible Rifles there, pretty interesting view .

  19. #19
    B-DizL's Avatar TGW Lead Modeller
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    Default Re: v1.1 - NTW Model Converter Now Released!

    When did that start happening? it was working at one point right?

  20. #20
    Primergy's Avatar Protector of the Union
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    Default New Version Released 1.2 - Equipment now working

    Hey,

    we could fix the error which made the equipment and plumes invisible after exporting. Now everything works fine.

    But:

    You have to edit the Normal Map of the Equipment file you were editing, so that the green channel is black, and the previous information of the green channel is in the alpha channel (same as with unit models).
    If not it will look a bit strange.

    New Rifle ingame:



    Download and Install

    Attachment 180567

    Simply Drag and Drop the file in the rar to the Milkshape Folder and replace the current file there.

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