This is the first Learn-by-Example, Step-by-Step tutorial on 3-d modelling and texturing of a series to come. The purpose of these series of tutorials is to share experience on the go as I work with various projects thus providing detailed guidance to those wanting to start modelling. And most importantly, there is lack of step-by-step tutorials with examples that are so needed to give a quick start for people interested in 3-d modelling. This series can be considered as complementary practice exercises to Alletun’s Unit Makers’ Tome of Knowledge.
I want to clarify this important issue before we start: Throughout this tutorial I assume you have read the Alletun’s Tome of Knowledge, a must read for beginners. It explains the basic functions of MilkShape3D, Adobe Photoshop, modelling, texturing, many little need-to-know things, troubleshooting and much more. Please refer to it if something in this tutorial is not clear. Also, feel free to seek help in this thread.
Section 1: Modding Environment Setup
Section 2: 3D-Modelling
Section 3: Texturing
Section 4: Finalizing the Model
This section covers more subtle details of modelling. We still need to make adjustments to the model and the UV-maps. Also, we need to assign our dagger to the skeleton.
Section 5: Optional - Animations in MilkShape and Fixing Glitches
Section 6: Text Editing
Good news, at this point our models and textures are all done. Bad news, the game does not know about our new peasant unit. To keep it simple, we will be adding the new peasant unit to England only. To open .txt files with Notepad++ right click on a file and press “Edit with Notepad++”. Most importantly, you must be familiar with “export_descr_unit.txt” (EDU) and “battle_models.modeldb” (MDB) files. Alletun’s Tome of Knowledge explains them well. I also suggest reading the excellent guide on EDU by Mythic_Commodore here.
In Python directory i've found file named IDLE (Python GUI). I'm started it then i'm pressed: File->Open(Ctrl+O)->GOAT.py and pressed F5(run module). It works. Important: All files from archive must be together(Library,Tollbox,*.ini)
Generally when working with models it is a good idea to test it in GOAT after making big changes. Especially after merging different parts.
I hope this tutorial will overcome the barrier to modelling for M2TW and get more talented people involved in modding. I will look forward to make more tutorials, less detailed, more on the general procedures and outcome. Here are some ideas for future tutorials:
More weapons such as swords, spears, bows
Detailed implementation of bow string animation
Making better normal maps
Please leave feedback and suggestions, point out mistakes, post your works, and of course feel free to ask to help.
Attached PDF version.
Last edited by G|I|Sandy; May 18, 2015 at 01:28 AM.
Reason: Fixed some mistakes
This is excellent! An extremely helpful tutorial! A must read for every beginner wanting to jump head-first into modelling. I also highly appreciate the texturing part as I have difficulty texturing a simple metal blade.
I must say, the cinematic editor seems out of place in this specific tutorial, but it summarized everything you need to know about it in 1 simple paragraph.
Thank you very much for this.
If your ok with suggestions, you could add Milkshapes own "texture coordinate editor", using it isn't as effective as Lithunwrap, but a lot simpler and most of times enough.
You need to have python installed. GOAT hasn't been updated for quite some time, so it only works with older versions of python. If I remember correctly you need 2.6.8 from this list: http://www.python.org/getit/releases/ .
Ok I will try that, I'm on my phone now so I can't do anything just yet. Great tutorial btw I've been looking for a basic tutorial to start learning how to model for m2tw. Hopefully once I figure out this GOAT thing I'll be able to figure out the texturing bit.
Hmmmm, Python is a little to complex for me it seems. I download, extracted the zip and it created The Python folder and all subfolders and the thousands of tiny files....but now what? There is no exe or anything and I still can't get GOAT open. Is there any alternative to convert my UV Map to .dds?
I will post this in the GOAT folder aswell, I might get a faster response here.
EDIT Problem solved....I was downloading the wrong file(source code instead of the installer.msi)
Last edited by Emperor Hantscher; May 08, 2013 at 09:39 PM.
Can someone help me: I can't do this step: Step 1: Open “GameObjectApplicationToolbox_v1_1.py”.
I'm installed much of Python versions and tried to open this file but i didn't get any results.. Just there are appearing a console window for a second then it's disappearing..
I have a 64 bit system, Windows 7. GOAT v1.1 works without any compatibility issues. I downloaded Python from here: http://www.python.org/download/releases/2.6/, the x86 MSI installer.
It is a very old version (2008). 2.6.8 is 2012. I still think it works on 2.6.8. Anyways try 2.6 from the link above.
Sandy
Last edited by G|I|Sandy; June 14, 2013 at 10:15 AM.
You can try to change the compatibility settings. Locate where your python is installed. Find the .exe, right click, go to compatibility, make it XP or Win 7. You can also force it to open as administrator. If this doesn't help, try searching for general issues with python and Win8. Search for "python 2.6 on Win8 not working" or something similar.
So i've found another way to open this file:
In Python directory i've found file named IDLE (Python GUI). I'm started it then i'm pressed: File->Open(Ctrl+O)->GOAT.py and pressed F5(run module). It works. Important: All files from archive must be together(Library,Tollbox,*.ini)
I have got a problem. I'm doing this step: Step 4: Open the generated “dagger_attachments.dds” in Photoshop. When I open x_attachments I didn't get any images(only black background). If I open x_figure I'm getting a picture with mine blade & hilt(like at screenshot)
I have got a problem. I'm doing this step: Step 4: Open the generated “dagger_attachments.dds” in Photoshop. When I open x_attachments I didn't get any images(only black background). If I open x_figure I'm getting a picture with mine blade & hilt(like at screenshot)
This means your dagger is assigned to material "figure" and not "attachments". You can double click on your dagger group under Groups tab in Milkshape, go to Materials tab, select Attachments and hit Assign. Notice how your material near the group's name changes to <Attachments>. Then generate the UV-maps in dds again, your figure will be black, attachments will contain your dagger.
Simply select your dagger group (double click on it, it wil turn red) then Scale it down under Model tab. You can then rotate it and move around to fit into the hand. Dont forget to assign the dagger to bone_rhand. Otherwise it will not be animated.