I am opening this thread to discuss themodification of 3d models .
I woudl like to distinguish between the following things:
- 3d model of unit rigged ( perhaps tunics , animals , men etc )
- 3d model of unit unrigged ( perhaps helmets, crests , weapons etc )
- 3d model of buildings ( with needs of editing AI paths and interactions )
- Animations ( needed to replace or add new animations )
- skeleton and rig ( fundamental to rig new armors and animated objects )
- morphing not sure if there is anything at all for facial expressions or if is used a bone system .
It is important to decode and be able to import and export the 3dmodels because
it will allow to change the uvmapping and allow eventually some retexture works by knowing how textures are mapped on the models
it will allow creation of new replacement models
it will allow new buildings
it will allow new creatures
it will allow new campaign models
it will allow new animations
For those reasons the importer exporter needs to be able to import skeleton and reexport, animations and models .
I have opened a model of one of the 3d models with an hex editor and eventually the Texture paths might be changed with that , allowing to duplicate a model , insert a new path of texture and resave , this might actually have the sole use of creating a new model using a different texture but will not allow to change uvmap or else .
for example I opened wolf_pelt_2.rigid_model_v2
Looking in the directory I coud see the usage of two models, wolf pelt and mask those have two different patsh so for example replacing the texture of the mask , it might allow to make a golden mask ( just making an example ) and resave the file as wolf_pelt_variant.rigid_model_v2
I have not tested this as I have not the time right now but I think is possible .
The path of texture are like
variantmeshes/_variantmodels/man/pelts/tex/wolf_pelt_2_diffuse.dds
variantmeshes/_variantmodels/man/pelts/tex/test_mask.dds
etc....
Important is the version of importer exporter ...
I personally do have 3dsmax 2011 64 bit
some have max 2012 and others less , so I wasn't able to mod anything in STWII couse I didn't have older versions of max and the importer exporter did not work for me .
also some Setup 3d files of examples woudl work , to show how are setup , collision , dummy objects, skeleton , rigging , models , polycount , uvmapping etc ...





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