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Thread: Variant Editor - Beginners Guide to the Assembly Kit

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  1. #1

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

    Quote Originally Posted by Mackles View Post
    A reinstall fixed the problem for me, it might be worthwhile giving it a try Roemerboy!
    Thanks!
    It solved my problem, too.
    That's my own mod: PontusNewUnits


  2. #2
    murvaidavid's Avatar Libertus
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    Arad, Hungary
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    Default Re: Variant Editor - Beginners Guide to the Assembly Kit

    Hello!

    I can't see shield colors & patterns. A long time ago when I first used TWeak, everything worked fine. Since a while, I just have to guess the shields...Reinstalling didn't help. Can you help me?

  3. #3
    Mackles's Avatar Roma Invicta
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    Aug 2013
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    UK
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    Default Re: Variant Editor - Beginners Guide to the Assembly Kit

    Quote Originally Posted by murvaidavid View Post
    Hello!

    I can't see shield colors & patterns. A long time ago when I first used TWeak, everything worked fine. Since a while, I just have to guess the shields...Reinstalling didn't help. Can you help me?
    I've always had this issue, ever since I started using TWeak. I've made do by using the edges of the shield where the colour shows up, but it is annoying. If you find a solution please share
    MacklesMod - A series of mini-mods that apply tweaks, changes or fixes to Rome II & Attila
    Sigs out of date, mods ain't!

    Patronized by Inarus. Constantly.

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

    Hmmm I'm not the most experienced modeller there ever was, so forgive me if I sound like I'm trying to teach you to suck eggs Have you included all the necessary and relevant files, and in the right locations referenced by correct pathways? For example, the rigid_model_v2 and tex files in the helmet and related tex folders?
    MacklesMod - A series of mini-mods that apply tweaks, changes or fixes to Rome II & Attila
    Sigs out of date, mods ain't!

    Patronized by Inarus. Constantly.

  5. #5

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

    Hello, I have been researching the Assembly Kit just to edit the appearances of existing units. I have looked at all the tutorials and i get to the point of saving the variantmeshes. But what am I suppose to do with Bob exactly to make the changes work in game? A lot of guides just brush over that and go on about the single clicking.

    How do I take a Eagle Cohort unit that I added greaves to, and make him appear in game?

  6. #6

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

    Anyone else get the crash in Variant editor? Whenever I click on "Load Definition" the program crashes to desktop....?

    Seems broken atm, cannot save either.
    Last edited by Don_Diego; September 20, 2014 at 03:32 PM.

  7. #7

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

    I'm trying to make some new looks for African General, but seems I missed something:

    No problem with editing existing units:

  8. #8

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

    I managed to get my generals to appear properly on the start map, but I need some help cause in battle they still look like the old vanilla generals, so how do I edit them so it's my generals who appear in battles?

    Also I want to add more generals, currently there are 10 afr_generals, 5 black and 5 Numidian, how do I make sure they go to the right faction, I assume I must use more than just the variant editior?

  9. #9

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

    I think I figured out why they didn't appear in battle.

  10. #10

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

    Hello I have successfully created a new crest model in Max and it looks right when I load it into TWEAK but the crest won't appear in game for anyone else who uses my mod. The new model only appears in my game if the model is present in my Working data folder. If I clear it from the Working Data folder (to emulate the situation on another user's computer) then the model won't appear in my game either.

    I am pretty sure I am following the right steps in BOB So I can't find the problem. Anyone have any idea what I could be doing wrong? Thanks! Pictures below:
    Attached Thumbnails Attached Thumbnails screen1.png   2014-10-25_00001.jpg  

  11. #11

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

    Solved thanks to warman222

    Quote Originally Posted by warman222 View Post
    I think what you're doing wrong is the fact that the crest model is being linked to that working data directory. Open up your variant definition that has the crest in it and delete anything from the file path before "Variantmeshes" and try again.

  12. #12

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

    Hi, I'm trying to make a reskin Rome but I have a problem. I miss everything that makes me but do not leave me with reskin units.


    Get him to keep the unity reskin in VariantMeshDefinitions, after opening in the BOB me and I lose. Please help me, explicademe step by step I have to do once you have saved the unit.

  13. #13

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

    Kind of hopeless to post here as it's been dead for a year, but if anyone can tell me how to fix reskinned generals standing and moving in T-pose on the campaign map, that would be great. I have the same issue The Corinthian has on post #107 , but unfortunately he didn't say how to fix it.

  14. #14

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

    Cool! Very useful tool

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