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Thread: Exporting Artillery Pieces - Research Thread

  1. #1
    Primergy's Avatar Protector of the Union
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    Default Exporting Artillery Pieces - Research Thread

    While exporting unit parts is a quite straightforward process, exporting Artillery pieces is not. One reason is that CA only added the Mangonel as example model and so the interesting ones like the Gatling and Armstrong gun are missing.
    This isn't a step by step tutorial, it requires a basic knowledge of the tools and models delivered.

    Exporting the Mangonel
    Export

    I attached the Mangonel model as 3ds Max 2010 file, so you can directly use it.

    https://www.dropbox.com/s/cpgnttfta5...gonel_2010.max

    Artillery models don't use the skinmodifier for weighting (as unitmodels do). They are directly linked to the respectively bone via the "select and link"-tool. Here you have a look at the hierarchy of the mangonel in a schematic view:

    www.dropbox.com/s/jlrcpijs8h2uen2/mangonel1.jpg

    For export you just have to select the model parts (no bones or something else). Those models always need a _lod01 suffix. If you use several lods, those have to be named respectively _lod02, _lod03 etc.
    Go to files, Export, Export selected and export them it as .cs2 file (if you don't see it you have to install the plug-in from the assembly kit first)

    www.dropbox.com/s/z6zmsfpc5cr7ime/mangonel2.jpg

    Run BoB

    Start BoB as usual, select the .cs2 file and convert it. The message should be orange but that's fine.
    If you also want to convert your .tga texture files into .dds and save them to the /artillery/textures folder, add this line in the rules.bob file in your artillery folder:

    Code:
    [Texture]
        TargetPath = RigidModels\artillery\textures


    Exporting the Parrott gun
    Proplem with exporting a field cannon as normal parrott, is that CA didn't added an example model.
    Name conventions (xzy_lod01), texture assignment, attachment to bones and export process should be similiar to the mangonel

    Atleast I could find out the name of bones with a hex editor:

    www.dropbox.com/s/qqrtdn2sw74vqvo/parrott.jpg

    Names and hierarchy are:


    • bone_cannon_base
      • bone_chassis
        • bone_barrel

      • bone_leftwheel
      • bone_rightwheel



    Export does work.



    There are some things different. Bones are all placed at 0|0|0.
    Pivot Point of the carriage has to be in the middle of the axle tree and also at 0/0/0.



    Barrel has to be rotated 90° counterclockwise and then rotated again:





    Exporting the Armstrong Gun
    Same problem as with the Parrott Gun.

    Names and hierarchy are (names confirmed, hierarchy guessed):


    • bone_cannon_base
      • bone_chassis
        • bone_barrel
          • bone_hatch
            • bone_handle



      • bone_leftwheel
      • bone_rightwheel





    Exporting the Gatling Gun
    Same problem

    Names and hierarchy are (names confirmed, hierarchy guessed):

    • bone_cannon_base
      • bone_chassis
        • bone_barrel
          • bone_firing_cylinder
          • bone_handle


      • bone_leftwheel
      • bone_rightwheel





    Example Model
    I lately created an example model for an artillery piece suitable for S2:TW. Included are the basic model, the destruction model, and the destruction animation:

    artillery example model.rar
    Last edited by Primergy; September 23, 2016 at 08:29 AM. Reason: Added example model

  2. #2
    Primergy's Avatar Protector of the Union
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    Default Re: Exporting Artillery Pieces - Research Thread

    Added infos regarding exporting a new cannon piece

  3. #3
    Primergy's Avatar Protector of the Union
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    Default Re: Exporting Artillery Pieces - Research Thread

    I have added an example artillery model ready for exporting to S2:TW for your experiments.

  4. #4

    Default Re: Exporting Artillery Pieces - Research Thread

    Thanks for the info. Will take a look at it.

  5. #5

    Default Re: Exporting Artillery Pieces - Research Thread

    Could someone explain why i receive this error:
    ERROR: Rigid mesh 'mountain_4lb_lod01 subobject 0' is trying to use unsupported shader 'standard_animated'.

  6. #6
    Primergy's Avatar Protector of the Union
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    Default Re: Exporting Artillery Pieces - Research Thread

    My guess would be, that you are using the wrong shader - with the maxscript for building export by CA you can assign different shaders but not all do work.

  7. #7

    Default Re: Exporting Artillery Pieces - Research Thread

    Quote Originally Posted by Primergy View Post
    My guess would be, that you are using the wrong shader - with the maxscript for building export by CA you can assign different shaders but not all do work.
    Not really. I figured it out. I skinned the barrel to the barrel bone(stupid of me).

  8. #8

    Default Re: Exporting Artillery Pieces - Research Thread

    Primergy,
    have you ever worked around with the engine models itself? I mean by that the animation of the guns (for example with the breech loaded barrel animation to open...load...stoke....close...fire). Because opening it with UU3D doesn't seem to work with the specific engine animation.

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