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  1. #1

    Default Completely Lost

    Just started to model/skin, made some edits, but there are so many files I don't know which is used and which is not, and which is which. If anyone can tell me, it would be great

  2. #2
    The Holy Pilgrim's Avatar In Memory of Blackomur
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    Default Re: Completely Lost

    Here's how to find what you need:

    1. Look in the "text" folder for a file called "export_units.txt" Look up the name of the unit that you wish to edit. For this example, we'll look for "Jingzhou Archers"

    2. In the brace {} you'll see the unit definition.
    Code:
    {JZgongbing}Jingzhou Archers
    {JZgongbing_descr}The bow originated as a hunting weapon to kill elusive game from a distance, the naturally made a transition to killing other men on the battlefield. As a weapon the bow offers its weilder to kill, wound, and maim from a great distance, all the while keeping him well out of reach from his target. Archers are typically used to soften up enemy formations prior to a general advance, but their greatest use in battle is, arguably, their ability to decimate powerful cavalry and weaken their inevitable charges.\n
    {JZgongbing_descr_short}Archer corps of Jing province armies
    Copy the unit definition (not the braces).

    3. Now, go back to the data folder and open the "export_descr_unit.txt". Search for the unit definition that you just copied until you find what you're looking for (it will appear in the 'dictionary' line)
    Code:
    type             JZgongbing
    dictionary       JZgongbing
    category         infantry
    class            missile
    voice_type       Light
    banner faction   main_missile
    banner holy      crusade
    soldier          JZgongbing, 48, 0, 0.7
    attributes       sea_faring, hide_forest, can_withdraw, foot_archers, start_skirmishing, free_upkeep_unit
    move_speed_mod     0.85
    formation        1.4, 1.4, 1.8, 1.8, 3, square
    stat_health      1, 1
    stat_pri         5, 1, composite_arrow, 130, 35, missile, missile_mechanical, piercing, none, 0, 1
    stat_pri_attr    area
    stat_sec         5, 1, no, 0, 0, melee, melee_simple, piercing, knife, 45, 1
    stat_sec_attr    no
    stat_pri_armour  5, 4, 0, leather
    stat_sec_armour  0, 0, flesh
    stat_heat        4
    stat_ground      1, -1, 3, 0
    stat_mental      12, normal, trained
    stat_charge_dist 6
    stat_fire_delay  0
    stat_food        60, 300
    stat_cost        1, 500, 125, 100, 100, 555, 1, 100
    armour_ug_levels 3, 5, 6
    armour_ug_models JZgongbing, JZgongbing, JZgongbing
    ownership        portugal, poland, slave
    era 0            portugal, poland, slave
    era 1            portugal, poland, slave
    recruit_priority_offset    20
    4. Now that you've found the unit entry, look at the soldier and armour_ug_models lines. There, you'll find model entries.
    Code:
    type             JZgongbing
    dictionary       JZgongbing
    category         infantry
    class            missile
    voice_type       Light
    banner faction   main_missile
    banner holy      crusade
    soldier          JZgongbing, 48, 0, 0.7
    attributes       sea_faring, hide_forest, can_withdraw, foot_archers, start_skirmishing, free_upkeep_unit
    move_speed_mod     0.85
    formation        1.4, 1.4, 1.8, 1.8, 3, square
    stat_health      1, 1
    stat_pri         5, 1, composite_arrow, 130, 35, missile, missile_mechanical, piercing, none, 0, 1
    stat_pri_attr    area
    stat_sec         5, 1, no, 0, 0, melee, melee_simple, piercing, knife, 45, 1
    stat_sec_attr    no
    stat_pri_armour  5, 4, 0, leather
    stat_sec_armour  0, 0, flesh
    stat_heat        4
    stat_ground      1, -1, 3, 0
    stat_mental      12, normal, trained
    stat_charge_dist 6
    stat_fire_delay  0
    stat_food        60, 300
    stat_cost        1, 500, 125, 100, 100, 555, 1, 100
    armour_ug_levels 3, 5, 6
    armour_ug_models JZgongbing, JZgongbing, JZgongbing
    ownership        portugal, poland, slave
    era 0            portugal, poland, slave
    era 1            portugal, poland, slave
    recruit_priority_offset    20
    Keep this file open. You'll need it.

    5. Now, go to the "unit_models" folder and open the "battle_models.modeldb" with Notepad or something similar (not Microsoft Word!). Search for each model entry that appears in the soldier and armour_ug_models lines.

    Code:
    10 JZgongbing 
    1 3 
    39 unit_models/sanguo/JZgongbing_lod0.mesh 200 
    39 unit_models/sanguo/JZgongbing_lod0.mesh 1225 
    39 unit_models/sanguo/JZgongbing_lod0.mesh 6400 
    3 
    8 portugal 
    51 unit_models/sanguo/textures/JZqingjiabingLB.texture 
    53 unit_models/sanguo/textures/JZqingjiabing_nor.texture 
    43 unit_sprites/venice_JZqingbubing_sprite.spr 
    6 poland 
    51 unit_models/sanguo/textures/JZqingjiabingHX.texture 
    53 unit_models/sanguo/textures/JZqingjiabing_nor.texture 
    45 unit_sprites/portugal_JZqingbubing_sprite.spr 
    5 slave 
    51 unit_models/sanguo/textures/JZqingjiabingPJ.texture 
    53 unit_models/sanguo/textures/JZqingjiabing_nor.texture 
    42 unit_sprites/slave_JZqingbubing_sprite.spr 
    3 
    8 portugal 
    51 unit_models/sanguo/textures/JZqingjiabingLB.texture 
    53 unit_models/sanguo/textures/JZqingjiabing_nor.texture 0 
    6 poland 
    51 unit_models/sanguo/textures/JZqingjiabingHX.texture 
    53 unit_models/sanguo/textures/JZqingjiabing_nor.texture 0 
    5 slave 
    51 unit_models/sanguo/textures/JZqingjiabingPJ.texture 
    53 unit_models/sanguo/textures/JZqingjiabing_nor.texture 0 
    1 
    4 None 
    16 MTW2_Fast_Bowman 18 MTW2_Fast_Knifeman 
    1 
    19 MTW2_Bowman_Primary 
    1 
    18 MTW2_Knife_Primary 
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002
    This file will tell you exactly where the textures used for the model is located.

    I hope that this has helped you.

  3. #3

    Default Re: Completely Lost

    Got another question, how do you know which part of a texture is going to be on what part of the body? Is there a way to preview how the mesh+texture look together without having to launch game? Say if I was editing this file xiangyongMT.texture (Militia model), how would you add a hat to it? Can't find a tutorial that covers how that works, unless I missed it. Thanks

  4. #4
    The Holy Pilgrim's Avatar In Memory of Blackomur
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    Default Re: Completely Lost

    Quote Originally Posted by The Blade That Was Broken View Post
    Got another question, how do you know which part of a texture is going to be on what part of the body? Is there a way to preview how the mesh+texture look together without having to launch game? Say if I was editing this file xiangyongMT.texture (Militia model), how would you add a hat to it? Can't find a tutorial that covers how that works, unless I missed it. Thanks
    The first section handles all of the body textures (red), and the second section deals with extras (blue).

    Code:
    10 JZgongbing 
    1 3 
    39 unit_models/sanguo/JZgongbing_lod0.mesh 200 
    39 unit_models/sanguo/JZgongbing_lod0.mesh 1225 
    39 unit_models/sanguo/JZgongbing_lod0.mesh 6400 
    3 
    8 portugal 
    51 unit_models/sanguo/textures/JZqingjiabingLB.texture 
    53 unit_models/sanguo/textures/JZqingjiabing_nor.texture 
    43 unit_sprites/venice_JZqingbubing_sprite.spr 
    6 poland 
    51 unit_models/sanguo/textures/JZqingjiabingHX.texture 
    53 unit_models/sanguo/textures/JZqingjiabing_nor.texture 
    45 unit_sprites/portugal_JZqingbubing_sprite.spr 
    5 slave 
    51 unit_models/sanguo/textures/JZqingjiabingPJ.texture 
    53 unit_models/sanguo/textures/JZqingjiabing_nor.texture 
    42 unit_sprites/slave_JZqingbubing_sprite.spr 
    3 
    8 portugal 
    51 unit_models/sanguo/textures/JZqingjiabingLB.texture 
    53 unit_models/sanguo/textures/JZqingjiabing_nor.texture 0 
    6 poland 
    51 unit_models/sanguo/textures/JZqingjiabingHX.texture 
    53 unit_models/sanguo/textures/JZqingjiabing_nor.texture 0 
    5 slave 
    51 unit_models/sanguo/textures/JZqingjiabingPJ.texture 
    53 unit_models/sanguo/textures/JZqingjiabing_nor.texture 0 
    1 
    4 None 
    16 MTW2_Fast_Bowman 18 MTW2_Fast_Knifeman 
    1 
    19 MTW2_Bowman_Primary 
    1 
    18 MTW2_Knife_Primary 
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002
    To modify the .texture files, use Alpaca's Texture > DDS tool: http://forums.totalwar.org/vb/showth...20#post1359620

  5. #5

    Default Re: Completely Lost

    Yep, it helped alot, thanks

  6. #6

    Default Re: Completely Lost

    I think to add a hat youd have to make a new model

  7. #7

    Default Re: Completely Lost

    Or I could just edit the model, might try that, but how would you skin that model?

  8. #8

    Default Re: Completely Lost

    Modeling attempt turned into a complete failure (Not really, but only managed to make a paper hat lol), probably going to try that again later, going to stick to texturing for now

  9. #9

    Default Re: Completely Lost

    Finally managed to get edited texture in game, changed the militia clothes to grey for testing, actually not bad, like it a bit better than the old one.
    Click image for larger version. 

Name:	Grey Militia In-Game.jpg 
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ID:	289395
    Texture file
    Click image for larger version. 

Name:	Grey Militia.jpg 
Views:	12 
Size:	139.7 KB 
ID:	289396

  10. #10
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Completely Lost

    You can preview textures on a model with milkshape - but that involves converting the model from mesh as well as converting the texture to DDS.

    The most common tool for converting mesh is GOAT (download), don't forget to apply the bug fix for it.

    The viewable result will be something like this if done correctly:











  11. #11

    Default Re: Completely Lost

    Also would Blender be a easier to model (heard that ms3d is too complicated compared to it) with or is it not compatible with M2TW mesh files?

  12. #12

    Default Re: Completely Lost

    Thanks Gig . Also got a few more questions. 1) Say if I had (not real examples) a human_sword model (human with sword) and a human_pike model (human with pike), and I merged the human_sword (deleted the sword), with the human_pike (deleted everything but pike), and I also have textures for both, is there a way to keep the texture of pike with the human_pike.texture, and the body using the human_sword.texture? Or do I have to re-skin the pike. If so can I keep the body texture and what program would I use to do that? 2) I have a human_shield (human with shield and sword), and I extended the shield a bit (too short my liking), is there a way to just stretch the texture to cover the new extended shield? If yes, is it possible to do it in Photoshop or do I have to use another program? If so/no, which program would I use? Pointing me to a tutorial that covers this would be helpful as well.

  13. #13

    Default Re: Completely Lost

    So far its going not too bad, but still having a bit difficulty getting vertexs on the same level as the others, any help on that will be appreciated

    Click image for larger version. 

Name:	WIP Feathered Forest Longspear.png 
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ID:	289505

  14. #14
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Completely Lost

    I suck at 3D modelling, but my limited experience of it tells me that weapons, shields and other attachments are on different textures then the body stuff. The M2TW engine (see modeldb file as well) uses this principle. In fact that's what makes it so easy to swap weapons as you describe.

    The program of choice is milkshape and to a smaller extent autodesk. Both have custom tools to convert from the 'regular' formats to the custom formats that M2TW & RTW use (no idea about ETW and up, but I am sure they have tools as well)










  15. #15

    Default Re: Completely Lost

    Got them in-game, with no textured shields (not bad) got some screenshots in game

    Click image for larger version. 

Name:	Feathered Forest Longspearmen WIP 2.jpg 
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ID:	289516Click image for larger version. 

Name:	Feathered Forest Longspearmen WIP 3.jpg 
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Name:	Feathered Forest Longspearmen WIP 4.jpg 
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Name:	Feathered Forest Longspearmen WIP 5.jpg 
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Name:	Feathered Forest Longspearmen WIP 6.jpg 
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Name:	Feathered Forest Longspearmen WIP.jpg 
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ID:	289521

  16. #16

    Default Re: Completely Lost

    Going to try to put that model in game and see what is missing from it (probably going to turn into a huge disaster lol)

  17. #17
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Completely Lost

    It's a start - good luck!










  18. #18

    Default Re: Completely Lost

    Need some help with this http://www.twcenter.net/forums/showt...xture-Question, if anyone knows how to do it, a response would be appreciated

  19. #19

    Default Re: Completely Lost

    Half finished the texture, went to try it when this happened....
    Click image for larger version. 

Name:	Armor fighting armor, okay....jpg 
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ID:	289547
    Looks like I got a bit of the 'Everything' syndrome lol, any help to fix this would be appreicated

  20. #20

    Default Re: Completely Lost

    Went back into Milkshape, everything looks fine in it

    Click image for larger version. 

Name:	No problems here.png 
Views:	8 
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ID:	289549

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