You can for your own use but can't legally upload it as a mod.
You can for your own use but can't legally upload it as a mod.
CIVITATVS CVM AVGVSTVS XVI, MMVIIN PATROCINIVM SVB Dromikaites SVB MareNostrum SVB Quintus Maximus
Want to know more about Rome II Total Realism ? Follow us on Twitter & Facebook
For NTW a new way of putting units together (the variant system) was introduced, but support for the old stype of whole unit models was maintained as it was used on the campaign map. For Shogun 2 the variant system was expanded to the campaign map so the old code was removed. We also did some changes to the file format used in the variant system to change what was stored. The NTW models will not work in S2.
Senior Designer
Disclaimer: Any views or opinions expressed here are those of the poster and do not necessarily represent the views or opinions of The Creative Assembly or SEGA.
What are the main differences between NTW variant_part_mesh and S2TW models ?
I know that S2TW models use more joints than NTW.
Is it the only difference between raw models ?
For instance, I've created models for ETW, this means I have the raw model, not only the variant_weighted_mesh.
If I want to use it in NTW as variant_part_mesh, i have to "split' my models into vertex groups such as "body", "legs", etc. but they use the same "skeleton".
If I want to use it in S2TW, I will have to split it as well but I will also have to rework vertex weights due to extra joints. But will I have to modify other model's characteristics ?
Great write up, Mitch.
Congrats to everyone who went, and a big thumps up to CA for hosting such an event![]()
I'd have to ask the artists about that, I do know there some some changes to the processed model format.What are the main differences between NTW variant_part_mesh and S2TW models ?
I know that S2TW models use more joints than NTW.
Is it the only difference between raw models ?
As long as you have the raw models you should be able to convert them to Shogun 2 with some work, we included our max export scripts in the Assembly Kit.For instance, I've created models for ETW, this means I have the raw model, not only the variant_weighted_mesh.
If I want to use it in NTW as variant_part_mesh, i have to "split' my models into vertex groups such as "body", "legs", etc. but they use the same "skeleton".
If I want to use it in S2TW, I will have to split it as well but I will also have to rework vertex weights due to extra joints. But will I have to modify other model's characteristics ?
Senior Designer
Disclaimer: Any views or opinions expressed here are those of the poster and do not necessarily represent the views or opinions of The Creative Assembly or SEGA.
Im kind of skeptic about this. Porting a mod will only mean new hardcoded limits. Not to mention the huge amount of work. By the time a full port is underway there will be big chances a NTW2 will be released. Will other aspects of the game like environment, weather, battle map settlements be moddable via the tools? It wont make sense to move to face different obstacles which would still halt development of mods. Why not just release new tools for Empire and Napoleon, pls?
PARADAMED's PROJECTS FOR THIRD AGE TOTAL WAR! CLICK HERE
The more units for the fiefdoms submod //\\ The Marka barded horses submod//\\The wolf, the eagle and the crebain submod
Sounds like you had fun.
Can it be that CA finally wised up? Can it be that this game will actually be at least as good and moddable as RTW and M2TWK?
I surely hope so! but I don't have high expectations. This is from someone who still plays Rome and Medieval 2, and not because of system reqs problems.
Sorry for the double post, but can't edit stuff.
So, after reading through all of this thread I didn't find any info about one of the most important things in the game. The diplomatic AI. CA surely knows(?) that the AI is a mess... What will change in Rome 2?
Last edited by MasterBigAb; September 29, 2012 at 06:35 AM. Reason: d-post
I have said it befoure , and it was stated on the steam forums by an Valve developer to the reason why some mods failed to be uploaded ( mine included ) because exceeded the file size limit of 100 mb ... my mod was btw 1.5 gb compressed ... so the big mods for skyrim on steamworkshop are still no go ... so most of modders still do rely only on the nexus for downloading mods as it allows not only unlimited file size , but even multiple files , optional files , different versions , comments , and a lot of other things that steam workshop doesn't and makes it pretty limited atm ...
Well u have gatling now , trains , ironclads ...
Last edited by MasterBigAb; September 29, 2012 at 06:36 AM. Reason: d-post
------CONAN TRAILER--------
RomeII Realistic Heights mod
Arcani
I S S G A R D
Creator of Ran no Jidai mod
Creator of Res Gestae
Original Creator of severall add ons on RTW from grass to textures and Roman Legions
Oblivion Modder- DUNE creator
Fallout 3 Modder
2005-2006 Best modder , skinner , modeler awards winner.
actually modding skyrim [/SIZE]
The organisation of the textures also seems to be different, with apparently one atlas with "variation" for each unit, instead of a big atlas.
Meaning that a hat for instance is not really shared between units, but have to be copied in each one.
Also, since there seems to be more part (arms independant from torso), it means a port of uniforms from NTW to STW requires a lot of rework of the texture files.
CIVITATVS CVM AVGVSTVS XVI, MMVIIN PATROCINIVM SVB Dromikaites SVB MareNostrum SVB Quintus Maximus
Want to know more about Rome II Total Realism ? Follow us on Twitter & Facebook
Support Totalwar Youtubers:
Jackiefish commentary my Quarter final match tosa cup*
http://www.youtube.com/watch?v=wcr52zUAoTo
Showing Pointman a 2v3 Tactic: He does well and carries it out to perfection first time*..
http://www.youtube.com/watch?v=tBrfDUr8f6M&feature=plcp
Aggony Clan 1v1 Tournament match: Multiple casters check description for their youtube channels*:http://www.youtube.com/watch?v=ZHoz8nS7ulY
World War I is best war.
UNDER THE PROUD PATRONAGE OF ABBEWS
According to this poll, 80%* of TGW fans agree that "The mod team is devilishly handsome" *as of 12/10
CIVITATVS CVM AVGVSTVS XVI, MMVIIN PATROCINIVM SVB Dromikaites SVB MareNostrum SVB Quintus Maximus
Want to know more about Rome II Total Realism ? Follow us on Twitter & Facebook
Thanks for all of the replies guys!