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Thread: How to bring an external model into Rome 2 Part 1: Set Up and Helmet.

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  1. #1

    Default Re: How to bring an external model into Rome 2 Part 1: Set Up and Helmet.

    Quote Originally Posted by Freelancer Tex View Post
    Maybe I didn't quite understand the texture part, because BOB keeps refusing the conversion, giving me only this error:



    Do you have any idea why? I've been using the DirectX Shaders as you've shown us in the screenshots.
    Spoiler Alert, click show to read: 

    scroll right to the bottom of the material and in the section titled custom type in 'weighted' instead of 'standard'

  2. #2

    Default Re: How to bring an external model into Rome 2 Part 1: Set Up and Helmet.

    Edit: Delete.
    Last edited by Ahiga; May 13, 2014 at 06:38 AM.

  3. #3
    Ltd.'s Avatar Senator
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    Default Re: How to bring an external model into Rome 2 Part 1: Set Up and Helmet.

    Thank you warman for this tutorial, I finally managed to import an armour from M&B, after a few unsuccessful and annoying tries.

  4. #4
    The Great Khan of Rome's Avatar Civis
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    Default Re: How to bring an external model into Rome 2 Part 1: Set Up and Helmet.

    What about, say, new body, head, legs or mount models?

  5. #5

    Default Re: How to bring an external model into Rome 2 Part 1: Set Up and Helmet.

    Are the weapon bones still there? Because you can't have those either. Check the "select by" tab and choose by name. The weapon bones aren't classified as bones for some reason.

  6. #6

    Default Re: How to bring an external model into Rome 2 Part 1: Set Up and Helmet.

    Yeah, the weapon bones don't show up. If I make it assigned to a bn_weapon, then it's all good to go. But then it's going to be a field day trying to place it.



    My 3dsmax files are a mess, since I am trying various methods, but if you're interested I can compile it and send it your way to take a look. Right now the bulk of the swords are in a 3dsmax file with the bones, but I have been doing my experiments on separate ones (using the shield or crest as a base) and the results are the same.

  7. #7

    Default Re: How to bring an external model into Rome 2 Part 1: Set Up and Helmet.

    That might be a good idea. Send it to me and I'll see what I can do.

  8. #8

    Default Re: How to bring an external model into Rome 2 Part 1: Set Up and Helmet.

    Here ya go. I didn't change the positioning of the sword, since I did this on a fresh 3dsmax file based off the shield one. The tga textures will not be the right level/gloss/ect, I tend to just use placeholders and save my own versions in DDS files when I get the conversion working. Thanks for the help!

    http://www.mediafire.com/download/u2...int_swords.rar

  9. #9

    Default Re: How to bring an external model into Rome 2 Part 1: Set Up and Helmet.

    Just out of curiosity, and you might find this strange, what folder are you saving your cs2 to? I know that this will sound strange, but try saving it to the shield folder and see what happens. Yes, it matters. I took the same sword.cs2 file and placed it in the shield and armour folders. The shield one went through, the armor one didn't.

  10. #10

    Default Re: How to bring an external model into Rome 2 Part 1: Set Up and Helmet.

    Sounds strange but not as strange as I would think - that reminds me I actually had the very same issue when I tried to put in a crest as a helmet (so I could position it properly). Didn't work in the crest folder, did in the helmet.

    Annd that solved it. Converted perfectly. Only silliness is referring to the shield texture folder, but that's a small price to pay. Thanks so much Warman222!

  11. #11
    Ltd.'s Avatar Senator
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    Default Re: How to bring an external model into Rome 2 Part 1: Set Up and Helmet.

    To which bone do you have to assign the armour? to bn_hips or maybe bn_spine?
    Thank you.

    EDIT: assigning it to the bn_hips apparently won´t do the trick, since the armour appears on the unit, but they don´t "wear" it, but only "have" it on themselves, that means the sleeves don´t move with the unit´s arms, but are in a stiff position.
    How can you rig the sleeves to the bn_arms and the leg-part of the armour to the thighs ?

    EDIT 2: Never mind, solved.
    Last edited by Ltd.; May 14, 2014 at 12:19 PM.

  12. #12
    Jarvgrimr's Avatar Foederatus
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    Default Re: How to bring an external model into Rome 2 Part 1: Set Up and Helmet.

    Has anyone actually worked out WHY the BOB exporter brain farts over bones when it comes to dealing with weapons? I have now had wildly different results from doing the same thing multiple times, and still not been able to get a single mesh into the game. I got as far as getting a sword into the VariantMeshEditor, in the right place, and saved to a unit. I also seemingly succeeded in turning that into a pack for the game; it worked but then the game itself wouldn't start with that pack selected, it would just lock up on the Rome 2 splashscreen.

    I have now gone back and done the EXACT same thing with the same max file, using the same exact steps to export my sword from 3DS Max again, exported to the shield folder, as that worked last time, and BoB perpetually errors out saying the bone is missing... I mean... I have NO idea what has changed... how can I get such conflicting results from something that should be so basic and... binary. Grrr... this is getting ing frustrating... Warman, could I send you my max/tex files? I am starting to think my computer must be at fault... unsure HOW but... I am also unsure how this can continually up so much doing such a basic task.

  13. #13

    Default Re: How to bring an external model into Rome 2 Part 1: Set Up and Helmet.

    Are you making sure to save the weapon stuff in a shield/helmet/whatever folder, rather than a weapons one? That's the issue I had earlier that Warman helped solve - I had to save the CS2 and compile it in the shield section (which does mean the weapon texture has to be in the shield texture folder) to avoid the bone issue.

  14. #14

    Default Re: How to bring an external model into Rome 2 Part 1: Set Up and Helmet.

    Does anyone know how to turn a psk file into an obj file?

    edit: Derp just put it through 3ds max and export it as an obj file idiot.
    Last edited by Lemonater47; May 29, 2014 at 04:28 AM.

  15. #15
    Flikitos's Avatar Campidoctor
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    Default Re: How to bring an external model into Rome 2 Part 1: Set Up and Helmet.

    What about new bows? I released a new "bow" and I changed the *.meta animation file replacing the old model of the "bending bow" to the new one (if you don't do that the new bow will be replaced by the former one when it will be shoting), but when I launch the game the new "bow" do the firing animation but it is not able to launch an arrow. Anyone would have any idea please?

  16. #16

    Default Re: How to bring an external model into Rome 2 Part 1: Set Up and Helmet.

    Can you show a picture of what you mean? The arrow model doesn't leave the string you mean?

    EDIT:

    Have you made the same adjustments to the arrow like you did the bow(i.e. the meta thing?)

  17. #17

    Default Re: How to bring an external model into Rome 2 Part 1: Set Up and Helmet.

    Alright... What the hell does this mean? This is the error bob is throwing out now for the CS2. I got it to work before. I don't know what I did differently.

    "Texture folder: variantmeshes/_variantmodels/man/helmets/tex ERROR: Weighted mesh 'agathaVanhelm_lod1 subobject 0' is trying to use a Rigid Mesh shader 'standard'.
    Failed."



  18. #18
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    Default Re: How to bring an external model into Rome 2 Part 1: Set Up and Helmet.

    for anyone still having issues importing weapons: what I did is, I opened the roman_cavalry_helmet CA file and added the desired weapon to this , and not to the CA shield file. The reason is, that if added to the shield, in my case at least in tweak and in the game, when zoomed out, the shield would pop in in place of the weapon, so I had a shield in the units right hand where the weapon was supposed to be. This way nothing pops in when zoomed out. So no - skin modifier- , and no - bones- .
    That may be already known to some, so if that is the case, just disregard this
    Thx again to warman for his tutorials

  19. #19
    Flikitos's Avatar Campidoctor
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    Default Re: How to bring an external model into Rome 2 Part 1: Set Up and Helmet.

    My bad Warman, the problem doesn't come from the model but from the animation, still trying to solve that! Thanks anyway!

  20. #20
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    Default Re: How to bring an external model into Rome 2 Part 1: Set Up and Helmet.

    Quote Originally Posted by Flikitos View Post
    My bad Warman, the problem doesn't come from the model but from the animation, still trying to solve that! Thanks anyway!
    Flikitos, if you figure this out please let me know as I would need to animate the bows I have added. So I added to bow to the game, but when they shoot, the old bow model appears, ofc. I know you have played around with the .meta files, I did not manage however to get it to work by trying to change the bendy name and adding mine and so on.
    All help is appreciated, obviously.

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