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  1. #1

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

    Seems like half of the armor in the models pack don't even have a rigid model file.

    Re coloring is pretty limited.

  2. #2
    Kraut and Tea's Avatar Campidoctor
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    Default Re: Variant Editor - Beginners Guide to the Assembly Kit

    This is alot more work than what it looks like.

  3. #3
    Kraut and Tea's Avatar Campidoctor
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    Default Re: Variant Editor - Beginners Guide to the Assembly Kit

    Doas anyone know what causes this:


  4. #4

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

    Quote Originally Posted by The Germans are coming View Post
    Doas anyone know what causes this:

    Yes, using a skin made for cinematics does that as far as I know. That should probably be added to the OP.

    Pick a different skin. Cinematic skins normally have "cine" in the name.

    Also your shields and weapons aren't set up to the right bone.
    Last edited by Murderin; February 08, 2014 at 07:11 PM.

  5. #5
    Kraut and Tea's Avatar Campidoctor
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    Default Re: Variant Editor - Beginners Guide to the Assembly Kit

    Quote Originally Posted by Murderin View Post
    Yes, using a skin made for cinematics does that as far as I know. That should probably be added to the OP.

    Pick a different skin. Cinematic skins normally have "cine" in the name.

    Also your shields and weapons aren't set up to the right bone.
    I added the shields to the shield category though.

    Is there something that I am doing wrong by doing that? Or do I have to do more than just simply adding the shields I want to the shield category?
    Last edited by Kraut and Tea; February 09, 2014 at 06:34 AM.

  6. #6

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

    Quote Originally Posted by The Germans are coming View Post
    I added the shields to the shield category though.

    Is there something that I am doing wrong by doing that? Or do I have to do more than just simply adding the shields I want to the shield category?
    You have to set them to the right weapon bone with the checkbox below where you add the shield.

    The list of weapon bones is in the OP towards the bottom. For some reason it gets screwed up when I try to copy it.


    To add a shield you have to put it in the shield slot then check the box for weapon bone 3. In the variant editor they are called attach points and there are 5 of them. Weapon_01, Weapon_02 etc.
    You can load the uniform of a similar unit to get an example of how you need to set your own up.
    Last edited by Murderin; February 09, 2014 at 08:01 AM.

  7. #7
    Kraut and Tea's Avatar Campidoctor
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    Default Re: Variant Editor - Beginners Guide to the Assembly Kit

    Do you know how to add slings? When one loads the uniform of a slinger unit it doesn`t show the sling in it`s weapons category.

    Yet one can add slings from the right hand bar on man-weapons.

    And when one adds slings, which weapon are they 1,2,3 or 4?

  8. #8

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

    Quote Originally Posted by The Germans are coming View Post
    Do you know how to add slings? When one loads the uniform of a slinger unit it doesn`t show the sling in it`s weapons category.

    Yet one can add slings from the right hand bar on man-weapons.

    And when one adds slings, which weapon are they 1,2,3 or 4?
    I made this mistake myself luckily.

    Slings don't have to be added. They appear out of mid air in game. If you add a sling it will cause black graphical glitches around the unit.

  9. #9
    Mackles's Avatar Roma Invicta
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    Default Re: Variant Editor - Beginners Guide to the Assembly Kit

    Right, been overseas the last few days so I need to catch up on questions xD I see Murderin has been doing a good job on that front though! Will add in a few notices in the OP about certain things, plus an update probably.

    As a bit of general advice for working out stuff, always load a uniform for the same type of unit you are trying to create and compare to check how they are set up. There is a bit of differentiation between set-ups, but it can help just to see certain things like the slings not actually being referenced in the variantmesh files. That comes later when the unit animations types are set-up in the db.

  10. #10

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

    Quote Originally Posted by Mackles View Post
    Right, been overseas the last few days so I need to catch up on questions xD I see Murderin has been doing a good job on that front though! Will add in a few notices in the OP about certain things, plus an update probably.

    As a bit of general advice for working out stuff, always load a uniform for the same type of unit you are trying to create and compare to check how they are set up. There is a bit of differentiation between set-ups, but it can help just to see certain things like the slings not actually being referenced in the variantmesh files. That comes later when the unit animations types are set-up in the db.

    Welcome back.

    I managed to go from a noob to a finished mod since you left. Thanks for all the tips.

  11. #11
    Kraut and Tea's Avatar Campidoctor
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    Default Re: Variant Editor - Beginners Guide to the Assembly Kit

    One cannot combine most of the armours with the "Celtic_double_tunic_cut".

    If you combine that tunic with an armour other than celtic_chainmail or the celtic leather armours it will cause a bug.

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

    Does anyone know which tables I need in my pack to add new elephant meshdefinitions?

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

    Quote Originally Posted by The Germans are coming View Post
    Does anyone know which tables I need in my pack to add new elephant meshdefinitions?
    You'll need land_units, mounts and mount_variants.

  14. #14
    Mackles's Avatar Roma Invicta
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    Default Re: Variant Editor - Beginners Guide to the Assembly Kit

    Yeah, you can let PFM do the leg work for you. You don't need any files in the folders, as the VEd already contains all vanilla assets, plus all the newest stuff such as Syrian Elephants, so you can delete them afterwards otherwise it'll just clutter the place up. Or you can just create new folders in the right places and name them as shown in the OP.

    If your using PFM and you've set it up as I have (as in it works from a MyMods folder) you'll need the same folder structure in your MyMods folder afterwards when you add the files in at the end. So you can do what I did which is just extract all the files from the models_rome2.pack

  15. #15
    airborne guy's Avatar Domesticus
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    Default Re: Variant Editor - Beginners Guide to the Assembly Kit

    Ok the last 2 paragraphs really confused me. What is this "MyMods" folder that you referred to?

    " First off, you'll want to open up the models_rome2.pack, from the Rome II data folder, in PFM. From this, you want to select one .variantmeshdefinition file from under each category under "variantmeshes/_variantmodels/man" and one from under "variantmeshes/variantmeshdefinitions". Having selected these files, you now need to right-click and extract these files."

    Extract to where?
    Was I supposed to create a mymods folder in the data folder?
    Last edited by airborne guy; February 15, 2014 at 10:09 PM.

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

    =

    Having kitted out your unit, click "File -> Save definition as". I've tried using "Save definition & colours" but so far no luck, hence the need for additional clarification on this! Anyway, save your unit under either a) a totally new name if you are making a new unit or b) the same file name as the unit you want to replace. Having done this, you can find your new unit's variantmeshdefinition file in the same place as your other definitions: "assembly_kit -> working_data -> VariantMeshes -> VariantMeshDefinitions". Copy this file and hold on to it for now.

    For the actual installation I am going to outline the PFM method I've used, just because I lack the familiarity with DAVE to confidently tell you what to do. First off, you'll want to open up the models_rome2.pack, from the Rome II data folder, in PFM. From this, you want to select one .variantmeshdefinition file from under each category under "variantmeshes/_variantmodels/man" and one from under "variantmeshes/variantmeshdefinitions". Having selected these files, you now need to right-click and extract these files. So long as you are familiar with PFM (if you aren't head here and get learning) and installed it correctly then in your "My Mods" folder you will now have the correct file structure to install your new unit. This is the same file structure that we created earlier for saving new meshdefinition files, so basically copy the "VariantMeshes" folder and paste it into your "My Mods" folder.

    If you used the PFM extraction methed, you can open up each folder now and delete these vanilla files if you like to be tidy like me, or keep them there it makes no difference. Now that you have this file structure you're on the home straight. Take the variantmeshdefinition file for your finished unit and paste it into the "variantmeshdefinitions" folder you just created. If you did create new definitions that are referenced in your unit then you need to paste these into the right folders too. For example, if you made a new definition for some armour then that will go into "_variantmodels/man/armour".

    After this, simply set up a new mod as you would with any new mod, then click "Files -> Add -> File(s)..." and add all the new file you just pasted into the various folders. You'll need to add them all for it to work properly so keep track if you're putting a lot of new stuff in at once! And that is pretty much that. Save and install then boot up Rome II.

    A warning here: If you are creating a new unit then you'll have to go through all the additional jazz blackheartz's guide walks you through, including making entries for the custom variantmeshdefinitions you have created in the variants table. If you are editing the look of an existing unit then make sure you don't screw up at the end and save it as the wrong bloody name! Additionally, if it isn't working in game then it's largely a case of finding out where you went wrong, which can include a lenghty spell of reading through your variantmeshdefinition code to check that it is perfect. GIGO and all that.
    [/FIELDSET2]

    There you are then. Hopefully you have found this guide helpful. I might put in an FAQ section later, when I'm less tired and there are actually questions being asked frequently!
    This last part is very confusing, All I have done was make a new helmet and tunic for spartan_youths. Can you post a video on how you do this please. It would go a long way to greatly improving this tutorial. I am brand new to modding so I am completely an infant when it comes to this sort of thing. I learn by looking at pictures lol, haha. ''

    Thanks

  17. #17
    airborne guy's Avatar Domesticus
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    Default Re: Variant Editor - Beginners Guide to the Assembly Kit

    All I made was a new helmet, and a top crest. can someone upload a pack file to were they just edited this so I can compare it to my pack.

    Thanks

  18. #18
    Mackles's Avatar Roma Invicta
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    Default Re: Variant Editor - Beginners Guide to the Assembly Kit

    Ehhh basically, wherever it is PFM saves your mods to when you first make them is where you need to put all your files when you're done. If you extract all from the models_rome2.pack (open it up, click "Files -> Extract -> Extract all") then it will create the right file structure you need to save your stuff. When you want to put your new item/unit into the game you have to save it into the right folder, which will be the copycat of the folder in the Assembly Kit's working_data. E.g. If you made a new helmet, you would have save that into the "VariantMeshes/_VariantModels/man/helmet" folder, so copy and paste the mesh file from the working data helmet folder to the other folder (the one you extracted from PFM).

    So now your stuff will be in the right place when you add it into your mod. To add it in, open PFM and click "File -> Add files" and select the file you want, like your new helmet.

    That's the shortened down version, was pretty tired when I wrote the longer one and again tired now Will try to write a less confusing one tomorrow :/

  19. #19
    airborne guy's Avatar Domesticus
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    Default Re: Variant Editor - Beginners Guide to the Assembly Kit

    Thanks, you may want to make a video on how to do this. It would really help alot of people. I wonder why people dont make videos? Thanks but it still doesnt work. I posted a thread of what I am running into when I try to put the unit in the game. Please make a video.

    Thanks
    Last edited by airborne guy; February 16, 2014 at 05:01 PM.

  20. #20
    Mackles's Avatar Roma Invicta
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    Default Re: Variant Editor - Beginners Guide to the Assembly Kit

    OP updated to add some stuff in, clear other things up and generally be more user friendly. More work needed in places, but it's shaping up nice enough!

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