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  1. #1
    Kabeloko's Avatar Biarchus
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    Default Dismounted Boyars

    Hey guys, thanks for coming.

    So, i created this topic to ask for a small favor, im trying to take the Boyars unit models(the ones mounted with capes), and make a dismounted version, to replace the current dismounted boyars...

    But the catch is, i dont have any modeling experience or tool, because i cant afford one, so theres nothing i can do there; instead, i have been trying every possibility with tutorials help to dismount them with text only, wich is impossible, because i cant get rid of the lances with text only...
    plus they got all weird somehow...

    Anyway, long story short, i need a kind soul´s help to dismount them and make a swordsman infantry to replace the old dismounted boyars.

    If possible, make the modelsDB entry too, it would be a huge help, i almost always get ctds when trying to mess with stuff in there(i count the letters manually.)

    Thanks for the attention in advance.

  2. #2

    Default Re: Dismounted Boyars

    If you don't want to read my tutorial please look here at a more professional and in-depth explanation to this type of stuff:
    Be a Modder: Doctoring of Medieval 2 units. http://www.twcenter.net/forums/showthread.php?t=412456

    First, download Mesh 2 ms3d from here: http://www.twcenter.net/forums/downloads.php?do=file&id=1276
    Second, download Milkshape 3D version 1.8.4 here: http://chumbalum.swissquake.ch/ms3d/download.html
    These 2 are necessary to convert the model into a file in which you can edit it. Unpack them somewhere.

    1.Grab the mesh files of the boyars, you can know where they are from opening up the battle_models.modelb file in the unit_models folder in SS's data folder and looking up the "boyars" entry. Place the mesh files somewhere where you can work on them.

    2.Start up the Mesh 2 ms3d exe and you'll see a green window come up, on the left hand corner go to file, convert, mesh to ms3d. Find wherever you placed the boyar's mesh file and once you see the white model of the boyar in the green window save it somewhere.

    3.Exit out of Mesh 2 ms3d and start Milkshape 3D. Once the window pops up, go to the left hand corner and under the file tab click open and find your boyar's ms3d file. Once the model appears in the windows of the program go to the Groups tab on the right and find the lances, usually you can double click on each item which highlights what they are on the model's body but since it's a lance it should be easy to find.

    4.Once you find the lance or lances, click on the one or ones you want to remove and press delete (not the delete on your keyboard but the delete button under the list inside the milkshape program).

    5.Once the desired items you wanted to remove are gone, find the swords or secondary weapons of the boyars. Do this for each of them: Click on one to highlight it on the list and then look below the list for the button called "comment" and click that. A small window will pop up like this (e.g.):

    secondaryactive0
    sword primary_03
    0

    See that first line where it says "secondaryactive0"? Change it to primaryactive0 instead. Do this to each of their secondary weapons so that you can see them ingame once you're done.

    6.Once done, save the ms3d file and close out of milkshape. Start up mesh to ms3d again and this time under file, convert, you click ms3d to mesh instead. Find the boyar ms3d file you just edited and then save it somewhere.

    7. Now comes the text editing. Close out of mesh to ms3d if you haven't and now since you're trying to replace a model of a unit, if you want you can just place the file where the dismounted boyars are located and rename the boyar file you had edited to the name of the dismounted boyar mesh file. Rename it after the dismounted boyar mesh that had the ending like this "lod0.mesh".
    dismounted_boyars_lod0.mesh
    dismounted_boyars_lod1.mesh
    dismounted_boyars_lod2.mesh
    dismounted_boyars_lod3.mesh

    8. Open up the battle_models.modelb file again, find where the dismounted_boyars entry is. Now this part is if you used only one boyar mesh file to edit, which you most likely have. In the dismounted_boyars entry you'll see this:

    Spoiler Alert, click show to read: 

    1 4
    62 unit_models/_Units/novgorod_roster/dismounted_boyars_lod0.mesh 121
    62 unit_models/_Units/novgorod_roster/dismounted_boyars_lod1.mesh 900
    62 unit_models/_Units/novgorod_roster/dismounted_boyars_lod2.mesh 2500
    62 unit_models/_Units/novgorod_roster/dismounted_boyars_lod3.mesh 6400
    2
    6 russia
    96 unit_models/_Units/EE_Bekhtera_Heavy_Lamellar/textures/EE_Bekhtera_Heavy_Lamellar_russia.texture
    97 unit_models/_Units/EE_Bekhtera_Heavy_Lamellar/textures/EE_Bekhtera_Heavy_Lamellar_normal4.texture
    52 unit_sprites/russia_Dismounted_Boyar_Sons_sprite.spr
    10 kievan_rus
    96 unit_models/_Units/EE_Bekhtera_Heavy_Lamellar/textures/EE_Bekhtera_Heavy_Lamellar_kievan.texture
    97 unit_models/_Units/EE_Bekhtera_Heavy_Lamellar/textures/EE_Bekhtera_Heavy_Lamellar_normal2.texture
    52 unit_sprites/russia_Dismounted_Boyar_Sons_sprite.spr
    2
    6 russia
    61 unit_models/AttachmentSets/Final Teardrop_russia_diff.texture
    61 unit_models/AttachmentSets/Final Teardrop_russia_norm.texture 0
    10 kievan_rus
    61 unit_models/AttachmentSets/Final Teardrop_kievan_diff.texture
    61 unit_models/AttachmentSets/Final Teardrop_russia_norm.texture 0

    Delete these words in red:
    Spoiler Alert, click show to read: 

    1 4
    62 unit_models/_Units/novgorod_roster/dismounted_boyars_lod0.mesh 121
    62 unit_models/_Units/novgorod_roster/dismounted_boyars_lod1.mesh 900
    62 unit_models/_Units/novgorod_roster/dismounted_boyars_lod2.mesh 2500
    62 unit_models/_Units/novgorod_roster/dismounted_boyars_lod3.mesh 6400


    Change the "1 4" you see at the top to a "1 1", without quotations, and the "121" at the end of the first line you didn't delete to be "6400".

    9. Now find the entry where the Boyars are located which look like this:

    Spoiler Alert, click show to read: 

    6 boyars
    1 3
    51 unit_models/rus/models/rus_drugina_senior_lod0.mesh 121
    51 unit_models/rus/models/rus_drugina_senior_lod0.mesh 1225
    51 unit_models/rus/models/rus_drugina_senior_lod0.mesh 6400
    7
    6 russia
    47 unit_models/rus/textures/Senior_Drugina.texture
    54 unit_models/rus/textures/Senior_Drugina_Normal.texture
    48 unit_sprites/russia_rus_spear_militia_sprite.spr
    7 england
    47 unit_models/rus/textures/Senior_Drugina.texture
    54 unit_models/rus/textures/Senior_Drugina_Normal.texture
    48 unit_sprites/russia_rus_spear_militia_sprite.spr
    10 kievan_rus
    47 unit_models/rus/textures/Senior_Drugina.texture
    54 unit_models/rus/textures/Senior_Drugina_Normal.texture
    48 unit_sprites/russia_rus_spear_militia_sprite.spr
    6 venice
    47 unit_models/rus/textures/Senior_Drugina.texture
    54 unit_models/rus/textures/Senior_Drugina_Normal.texture
    48 unit_sprites/russia_rus_spear_militia_sprite.spr
    6 poland
    47 unit_models/rus/textures/Senior_Drugina.texture
    54 unit_models/rus/textures/Senior_Drugina_Normal.texture
    48 unit_sprites/russia_rus_spear_militia_sprite.spr
    7 hungary
    47 unit_models/rus/textures/Senior_Drugina.texture
    54 unit_models/rus/textures/Senior_Drugina_Normal.texture
    48 unit_sprites/russia_rus_spear_militia_sprite.spr
    5 slave
    47 unit_models/rus/textures/Senior_Drugina.texture
    54 unit_models/rus/textures/Senior_Drugina_Normal.texture
    48 unit_sprites/russia_rus_spear_militia_sprite.spr
    7
    7 england
    60 unit_models/rus/attachments/rus_equipment_advans_suz.texture
    58 unit_models/rus/attachments/rus_equipment_advans_n.texture 0
    6 venice
    60 unit_models/rus/attachments/rus_equipment_advans_suz.texture
    58 unit_models/rus/attachments/rus_equipment_advans_n.texture 0
    5 slave
    58 unit_models/rus/attachments/rus_equipment_base_reb.texture
    59 unit_models/rus/attachments/rus_equipment_base_norm.texture 0
    6 russia
    60 unit_models/rus/attachments/rus_equipment_advans_kiy.texture
    58 unit_models/rus/attachments/rus_equipment_advans_n.texture 0
    7 hungary
    60 unit_models/rus/attachments/rus_equipment_advans_kiy.texture
    58 unit_models/rus/attachments/rus_equipment_advans_n.texture 0
    10 kievan_rus
    60 unit_models/rus/attachments/rus_equipment_advans_nov.texture
    58 unit_models/rus/attachments/rus_equipment_advans_n.texture 0
    6 poland
    60 unit_models/rus/attachments/rus_equipment_advans_kiy.texture
    58 unit_models/rus/attachments/rus_equipment_advans_n.texture 0

    And copy the kievan_rus and russia lines in red to replace the kievan_rus and russia line over at the dismounted_boyar entry. Well you can actually do it with any of the entries here even if they're not in red since they all use the same texture file. Your dismounted_boyars entry should now look like this:
    The changes are in RED
    Spoiler Alert, click show to read: 

    1 1
    62 unit_models/_Units/novgorod_roster/dismounted_boyars_lod0.mesh 6400
    2
    6 russia
    47 unit_models/rus/textures/Senior_Drugina.texture
    54 unit_models/rus/textures/Senior_Drugina_Normal.texture
    52 unit_sprites/russia_Dismounted_Boyar_Sons_sprite.spr
    10 kievan_rus
    47 unit_models/rus/textures/Senior_Drugina.texture
    54 unit_models/rus/textures/Senior_Drugina_Normal.texture
    52 unit_sprites/russia_Dismounted_Boyar_Sons_sprite.spr
    2
    6 russia
    60 unit_models/rus/attachments/rus_equipment_advans_kiy.texture
    58 unit_models/rus/attachments/rus_equipment_advans_n.texture 0
    10 kievan_rus
    60 unit_models/rus/attachments/rus_equipment_advans_nov.texture
    58 unit_models/rus/attachments/rus_equipment_advans_n.texture 0

    It should work now. Sorry if my attempted tutorial was confusing or doesn't work for you. I'm not good at creating modding tutorials. However please look at this tutorial here for a more in-depth explanation to these things:
    Be a Modder: Doctoring of Medieval 2 units. http://www.twcenter.net/forums/showthread.php?t=412456

  3. #3
    Kabeloko's Avatar Biarchus
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    Default Re: Dismounted Boyars

    Thanks man, but i already tried doing all this, but milkshape wouldnt let me save my changes, because i had to pay...
    If you could please do steps 1 to 6 and post the models here, i can do the texting.
    I will post the models tonight, i dont have them at hand right now...
    Thanks for helping, +rep



    the link http://chumbalum.swissquake.ch/ms3d/download.html isnt working btw.
    Last edited by Kabeloko; June 24, 2012 at 09:58 AM.

  4. #4

    Default Re: Dismounted Boyars

    Well if a certain software asks you to pay, you can always...you know...

  5. #5
    Kabeloko's Avatar Biarchus
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    Default Re: Dismounted Boyars

    i know...

  6. #6

    Default Re: Dismounted Boyars

    I don't have SS installed right now since I've been trying to create custom units for my own personal use when I reinstall SS but sure I suppose I can do it. Expect it in the next 24 hours or so from the time I've posted this cause it's late over where I am right now so I gotta get some sleep and I have to reinstall SS.

  7. #7

    Default Re: Dismounted Boyars

    Here ya go. I haven't changed the name of the mesh file but you can if you want, it's ready to go.

  8. #8
    Kabeloko's Avatar Biarchus
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    Default Re: Dismounted Boyars

    Thanks man!
    They worked perfectly!
    And dont worry about your tutorial skills, they are great!
    If i can retribute the favor in any way, let me know, owe you one!
    I will rep you again as soon as i can! (already did once for the tutorial)
    Last edited by Kabeloko; June 29, 2012 at 01:53 PM.

  9. #9

    Default Re: Dismounted Boyars

    No problemo

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