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  1. #1
    Kraut and Tea's Avatar Campidoctor
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    Default Re: Variant Editor - Beginners Guide to the Assembly Kit







    done.


    And now I should follow your instructions from the initial OP and your post 29?

    So when I create go "New definition" - "tunic" -click on some trousers and then on some armor and save it under "trouser.armor.combination" in my folder: _VariantModels1 - man - tunic

    I can chose this armor/trouser combination from the lefthand side from the VEd screen under the tunics window and simply add it as armor to the existing Galatian Royal Guard uniform?

  2. #2
    Mackles's Avatar Roma Invicta
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    Default Re: Variant Editor - Beginners Guide to the Assembly Kit

    Yes, that's pretty much all correct, except you need to name that "_VariantModels1" folder as "_VariantModels". I don't know why you already have a folder for that, unless it was from previous messing about, but I would just delete it and rename the other one. Obviously, check to see that there is nothing important in it first xD

    To then include your new file as part of a unit just right-click on the slot heading and click "Load definition" then choose the right file.

  3. #3
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    Default Re: Variant Editor - Beginners Guide to the Assembly Kit

    Quote Originally Posted by Mackles View Post
    Yes, that's pretty much all correct, except you need to name that "_VariantModels1" folder as "_VariantModels". I don't know why you already have a folder for that, unless it was from previous messing about, but I would just delete it and rename the other one. Obviously, check to see that there is nothing important in it first xD

    To then include your new file as part of a unit just right-click on the slot heading and click "Load definition" then choose the right file.
    I made that folder 10 minutes ago and I cant change it`s name into "_VariantModels" because then an error message pops up and says "There already is a folder named "_VariantModels" should it be replaced: Yes, No"

    When I followed your OP the the first time I replaced it and thereby deleted the original "_VariantModels" folder with everything in it and had to reeinstal.

    So I have to name it "_VariantModels1" - I guess that means that I cant create New variant models.

  4. #4
    Mackles's Avatar Roma Invicta
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    Default Re: Variant Editor - Beginners Guide to the Assembly Kit

    Hmmm I don't know why that is. The Assembly Kit didn't have a folder for this before when I first downloaded it. What's in that _VariantModels folder?

  5. #5
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    Default Re: Variant Editor - Beginners Guide to the Assembly Kit

    Quote Originally Posted by Mackles View Post
    Hmmm I don't know why that is. The Assembly Kit didn't have a folder for this before when I first downloaded it. What's in that _VariantModels folder?




    And in those folders there are always a few meshes like:




    Should I delete it?

  6. #6
    Mackles's Avatar Roma Invicta
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    Default Re: Variant Editor - Beginners Guide to the Assembly Kit

    No idea why those are there, but hey! Don't delete it, just copy and paste across the missing folders into the "man" folder then delete "_VariantModels1". This is all so that the code will read right in the mesh files, which is important when you put it into a .pack file for the game to read correctly. It's a bit of a pain but also a one time thing so hey!

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    Default Re: Variant Editor - Beginners Guide to the Assembly Kit

    Quote Originally Posted by Mackles View Post
    No idea why those are there, but hey! Don't delete it, just copy and paste across the missing folders into the "man" folder then delete "_VariantModels1". This is all so that the code will read right in the mesh files, which is important when you put it into a .pack file for the game to read correctly. It's a bit of a pain but also a one time thing so hey!
    Ok will do!

    I`ll then start reskining the units again and if you dont mind I`ll come back to you when I`m finished with that or should I have questions.

    Maybe I`ll be back in 10 minutes, who knows.

  8. #8

    Default Re: Variant Editor - Beginners Guide to the Assembly Kit

    Not relevant to my previous post, I could still use help with that, but now I have another problem.

    I finished my first unit and put it in game to test and ran into this interesting bug. Pay attention to the faces.

    http://www.youtube.com/watch?v=UDUTLQJ9xVI

  9. #9

    Default Re: Variant Editor - Beginners Guide to the Assembly Kit

    I'm not sure if this will help, but it has everything but the gladius and pilum in the shot.


    I wonder if it could be caused by putting wrist bands in the props slot. I noticed that everything shadowed slightly when I put them in there.
    Attached Thumbnails Attached Thumbnails buggy skin.jpg  

  10. #10
    Kraut and Tea's Avatar Campidoctor
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    Default Re: Variant Editor - Beginners Guide to the Assembly Kit

    When not using faction colors and saving the unit, I somehow cant get it to keep the color I decided it should have.

  11. #11

    Default Re: Variant Editor - Beginners Guide to the Assembly Kit

    Quote Originally Posted by The Germans are coming View Post
    When not using faction colors and saving the unit, I somehow cant get it to keep the color I decided it should have.
    Does it pop up with an error about no uniform color in the data or something when you try to save definition and colors?

    If so I fixed that by putting an entry for my model in the unit_variants_color table. When you change the colors in the variant editor and save it it should pop up in the TWeak status bar that you have updated the unit_variants_colors table with new colors for your unit.

  12. #12
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    Default Re: Variant Editor - Beginners Guide to the Assembly Kit

    Quote Originally Posted by Murderin View Post
    Does it pop up with an error about no uniform color in the data or something when you try to save definition and colors?

    If so I fixed that by putting an entry for my model in the unit_variants_color table. When you change the colors in the variant editor and save it it should pop up in the TWeak status bar that you have updated the unit_variants_colors table with new colors for your unit.
    You mean in the mod pack with the pack file manager?

    Ok I havent even yet created my mod pack yet, so I guess I should have created one right from the start (I suck at using it and always screw things up)


    I have another question.

    If you load the Uniform of the Galatian Raiders you should see this:




    Look at the left hand corner: You see that there are 2 different types of skins with their own variety. One wears tunics - the other does not.

    In the game this results in the unit having a mixed uniform of half naked and wearing tunics.



    I was amazed by this and created two different versions of my Galatian Royal Guard reskin with: File - new definition - man:







    Each one of these uses different helmet types that wouldnt work together.

    I then created a new definition: File - new definition - man final. And added both those definitions above into it:






    My question is: Does this work????


    If you want I can send you the file and see if I made any mistakes.

  13. #13

    Default Re: Variant Editor - Beginners Guide to the Assembly Kit

    Quote Originally Posted by The Germans are coming View Post
    You mean in the mod pack with the pack file manager?

    Ok I havent even yet created my mod pack yet, so I guess I should have created one right from the start (I suck at using it and always screw things up)


    I have another question.

    If you load the Uniform of the Galatian Raiders you should see this:




    Look at the left hand corner: You see that there are 2 different types of skins with their own variety. One wears tunics - the other does not.

    In the game this results in the unit having a mixed uniform of half naked and wearing tunics.



    I was amazed by this and created two different versions of my Galatian Royal Guard reskin with: File - new definition - man:







    Each one of these uses different helmet types that wouldnt work together.

    I then created a new definition: File - new definition - man final. And added both those definitions above into it:






    My question is: Does this work????


    If you want I can send you the file and see if I made any mistakes.
    If I follow you it would indeed work, but only if you choose it as your units variant in the unit_variants table.

    Although there is no need for two different versions for variety. As long as you add it to the same slot it has a 50/50 chance of one of your units wearing it in game.

    The variant editor works much better combined with the kit database editor rather than PFM. As long as you have an entry for your new model in the right tables the variant editor will save any changes inside the working data for you, all ready to be packed into a mod.
    Last edited by Murderin; February 05, 2014 at 08:44 PM.

  14. #14
    Kraut and Tea's Avatar Campidoctor
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    Default Re: Variant Editor - Beginners Guide to the Assembly Kit

    SCREW IT!!!

    Once I have finished this I`ll make a mod that changes the Galatian faction color., there`s certainly a toturial on that somewhere out there.

  15. #15

    Default Re: Variant Editor - Beginners Guide to the Assembly Kit

    Is it just me or do none of the slinger units in this game have slings equipped in the variant editor?
    Last edited by Murderin; February 06, 2014 at 07:56 AM.

  16. #16
    Biarchus
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    Default Re: Variant Editor - Beginners Guide to the Assembly Kit

    "First off, open up the file location of the assembly kit (it should be in "Program Files (x86)/Steam/SteamApps/common/Total War Rome II/assembly_kit") and go into the "working_data" folder. This is where the VEd will need to work from when you are creating new units, and therefore where you will need to store your custom meshdefinition files.

    For the actual completed unit files your work is already done for you. You should see three folders, the last of which will be called "VariantMeshes". Within this there will another folder called "VariantMeshDefinitions". It is in this folder that you will save and store your completed unit files, until you get to where you want to install them."

    I don't see any folders inside working data, especially not VariantMeshes and VariantMeshDefinitions?

  17. #17

    Default Re: Variant Editor - Beginners Guide to the Assembly Kit

    Quote Originally Posted by Mortarion View Post
    "First off, open up the file location of the assembly kit (it should be in "Program Files (x86)/Steam/SteamApps/common/Total War Rome II/assembly_kit") and go into the "working_data" folder. This is where the VEd will need to work from when you are creating new units, and therefore where you will need to store your custom meshdefinition files.

    For the actual completed unit files your work is already done for you. You should see three folders, the last of which will be called "VariantMeshes". Within this there will another folder called "VariantMeshDefinitions". It is in this folder that you will save and store your completed unit files, until you get to where you want to install them."

    I don't see any folders inside working data, especially not VariantMeshes and VariantMeshDefinitions?
    You are safe to just create them, don't worry.

  18. #18
    Biarchus
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    Default Re: Variant Editor - Beginners Guide to the Assembly Kit

    Quote Originally Posted by Murderin View Post
    You are safe to just create them, don't worry.
    Thanks

  19. #19
    Kraut and Tea's Avatar Campidoctor
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    Default Re: Variant Editor - Beginners Guide to the Assembly Kit

    I didn`t even bother to ask: I there a limited number of things that one can add into a category?

    Like if I add 10 different helmet types into the helmet category - will they all show in the game?

  20. #20

    Default Re: Variant Editor - Beginners Guide to the Assembly Kit

    Quote Originally Posted by The Germans are coming View Post
    I didn`t even bother to ask: I there a limited number of things that one can add into a category?

    Like if I add 10 different helmet types into the helmet category - will they all show in the game?
    Yes its fine as long as its in the right slot. It will just give the unit more variety in their appearance.

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