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

  1. #41

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

    @Ahiga

    You've had problems with new standards? I got a banner to work months ago!

    Spoiler Alert, click show to read: 





  2. #42

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

    Warman222: I can get them to work perfectly in TWeak, but when it comes to ingame their position is always not as accurate as I want them to be.

    I think this is endemic to any banners, because I've noticed it with the Roman vanilla standards too. And because I had trouble getting the existing mounted standard bearer animation to work satisfactory, I've just opted to put the Draco in the spear slot - ideal would be for it to be held in the off-hand and I suppose in theory one could steal the torch holding animation and use it there, but that's above my paygrade and at this point I'll take what I can have work reasonably well.

  3. #43
    Biggus Splenus's Avatar Primicerius
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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 wangrin View Post
    We can export rigid_model_v2 using UU3D but :

    • UU3D isn't free
    • UU3D doesn't allow to convert models back to rigid_model_v2
    • Models are smaller than raw model, and CS2 exporter likely resize original model to game size



    I've asked CA about file formats, but I've no answer yet.
    And then, even if CA give us such information, we will still need programmer to create a converter.
    So do you think we could import to UU3D, export it as a file to be opened in 3DS max, then exported as a rigid_model_v2 file without any loss of data? And what file type would be best to export from UU3D?
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  4. #44
    wangrin's Avatar Unguibus et Rostro
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    Default Re: How to bring an external model into Rome 2 Part 1: Set Up and Helmet.

    It seem we lose some data, in particular those related to shaders.
    You can have a look to Warman222 posts :
    Sources : Warman222 - [Resource] Rome II rigid_model_v2 editor/ exporter ms3d


    And, of course, the OP of this thread to solve the problem (post #1)


    The process should be :

    .rigid_model_v2 --(UU3D--> .fbx (2012) --(3ds max)--> importing model in a CA's model example --> resizing model --(3ds max + CS2 exporter)--> .CS2 --(BoB)--> .rigid_model_v2
    Last edited by wangrin; June 09, 2014 at 04:44 AM.


    « Le courage, c’est de ne pas subir la loi du mensonge triomphant qui passe, et de ne pas faire écho de notre âme, de notre bouche et de nos mains aux applaudissements imbéciles et aux huées fanatiques.. » Jean JAURES

  5. #45

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

    I am good with the drawings myself draw for a living but i honestly can't find the required programs, does anyone know where to get those programs? can someone PLEASE give me some link / help / upload it offlink to mediafire or somewhere like that ? (demo or something , whatever.) thanks a ton >_<!
    by Salinas

  6. #46

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

    how to give the rigid model v2 to the good size compared to the CA model? and how to export in CS2? help please

  7. #47
    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.

    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.

  8. #48

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

    thanks people ;o

  9. #49

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

    Is there a simpler way to assign bones for anything that is a not a helmet or a weapon? So far, selecting the bones one by one is time-consuming I tend to mess it up.

  10. #50

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

    Unfortunately there really isn't. You could try copying the skin from one of the example files, but that only really works on similar shaped model types. Just keep trying GuyD. Also the example models come with animations in them so you can see how your rig looks when animated. Just press the play button on the bottom of the Max. Hope that helps. Also in a little bit I'm going to post another thread with some updated info, tricks and tips, stay tuned!

  11. #51
    Bucle_CT's Avatar Semisalis
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    Default Re: How to bring an external model into Rome 2 Part 1: Set Up and Helmet.

    Ok,so finally I managed to get a bit of time to try this out. I've followed step by step the tutorial and I am getting an error in the cs2 convertion in BoB, here's the log :

    Spoiler Alert, click show to read: 
    Texture folder: variantmeshes/_variantmodels/man/armour/tex

    ** Processing WARSCAPE::RS_WEIGHTED_V5 **


    CAS Node Mapping...
    : ( , )
    0:Exporter Inserted Root ( -1,-1)
    1:Root ( 0,-1)
    2:ref_skeleton ( 0,-1)
    3:ref_weapon_01 ( 2,-1)
    4:bn_weapon_01 ( 3,-1)
    5:ref_weapon01_mesh ( 2,-1)
    6:ref_weapon_03 ( 2,-1)
    7:bn_weapon_03 ( 6,-1)
    8:ref_weapon03_mesh ( 2,-1)
    9:ref_weapon_02 ( 2,-1)
    10:bn_weapon_02 ( 9,-1)
    11:ref_weapon02_mesh ( 2,-1)
    12:ref_hips ( 2,-1)
    13:bn_hips ( 12,-1)
    14:bn_spine ( 13,13)
    15:bn_spine1 ( 14,14)
    16:bn_spine2 ( 15,15)
    17:bn_neck ( 16,16)
    18:bn_neck1 ( 17,17)
    19:bn_head ( 18,18)
    20:end_head ( 19,19)
    21:null_face ( 19,19)
    22:ref_leftcheekbone ( 21,19)
    23:bn_leftcheekbone ( 22,19)
    24:end_leftcheekbone ( 23,19)
    25:ref_rightcheekbone ( 21,19)
    26:bn_rightcheekbone ( 25,19)
    27:end_rightcheekbone ( 26,19)
    28:ref_leftear ( 21,19)
    29:bn_leftear ( 28,19)
    30:end_leftear ( 29,19)
    31:ref_rightear ( 21,19)
    32:bn_rightear ( 31,19)
    33:end_rightear ( 32,19)
    34:ref_left_socket ( 21,19)
    35:drive_leftsocket ( 34,19)
    36:bn_leftsocket ( 35,19)
    37:end_leftsocket ( 36,19)
    38:ref_right_socket ( 21,19)
    39:drive_rightsocket ( 38,19)
    40:bn_rightsocket ( 39,19)
    41:end_rightsocket ( 40,19)
    42:ref_leftbrow_in ( 21,19)
    43:drive_leftbrow_in_1 ( 42,19)
    44:drive_leftbrow_in_2 ( 43,19)
    45:bn_leftbrow_in ( 44,19)
    46:ref_leftbrow_mid ( 21,19)
    47:drive_leftbrow_mid_1 ( 46,19)
    48:drive_leftbrow_mid_2 ( 47,19)
    49:bn_leftbrow_mid ( 48,19)
    50:ref_leftbrow_out ( 21,19)
    51:drive_leftbrow_out_1 ( 50,19)
    52:drive_leftbrow_out_2 ( 51,19)
    53:bn_leftbrow_out ( 52,19)
    54:ref_rightbrow_in ( 21,19)
    55:drive_rightbrow_in_1 ( 54,19)
    56:drive_rightbrow_in_2 ( 55,19)
    57:bn_rightbrow_in ( 56,19)
    58:ref_rightbrow_mid ( 21,19)
    59:drive_rightbrow_mid_1 ( 58,19)
    60:drive_rightbrow_mid_2 ( 59,19)
    61:bn_rightbrow_mid ( 60,19)
    62:ref_rightbrow_out ( 21,19)
    63:drive_rightbrow_out_1 ( 62,19)
    64:drive_rightbrow_out_2 ( 63,19)
    65:bn_rightbrow_out ( 64,19)
    66:ref_uplip_mid ( 21,19)
    67:drive_uplip_mid ( 66,19)
    68:bn_uplip_mid_1 ( 67,19)
    69:bn_uplip_mid_2 ( 68,19)
    70:end_uplip_mid ( 69,19)
    71:ref_jaw ( 21,19)
    72:drive_jaw ( 71,19)
    73:bn_jaw ( 72,19)
    74:end_jaw ( 73,73)
    75:ref_leftnostril ( 21,19)
    76:bn_leftnostril ( 75,19)
    77:end_leftnostril ( 76,19)
    78:ref_rightnostril ( 21,19)
    79:bn_rightnostril ( 78,19)
    80:end_rightnostril ( 79,19)
    81:ref_uplip_left ( 21,19)
    82:drive_uplip_left ( 81,19)
    83:bn_uplip_left_1 ( 82,19)
    84:bn_uplip_left_2 ( 83,19)
    85:end_uplip_left ( 84,19)
    86:ref_uplip_right ( 21,19)
    87:drive_uplip_right ( 86,19)
    88:bn_uplip_right_1 ( 87,19)
    89:bn_uplip_right_2 ( 88,19)
    90:end_uplip_right ( 89,19)
    91:ref_nose ( 21,19)
    92:drive_nose ( 91,19)
    93:bn_nose ( 92,19)
    94:end_nose ( 93,19)
    95:ref_eyebrows ( 21,19)
    96:bn_eyebrows ( 95,19)
    97:end_eyebrows ( 96,96)
    98:ref_left_mouthcorner ( 21,19)
    99:drive_left_mouthcorner ( 98,19)
    100:bn_left_mouthcorner_1 ( 99,19)
    101:bn_left_mouthcorner_2 ( 100,19)
    102:end_leftmouthcorner ( 101,19)
    103:ref_leftcheek ( 21,19)
    104:drive_leftcheek ( 103,19)
    105:bn_leftcheek ( 104,19)
    106:end_leftcheek ( 105,19)
    107:ref_rightcheek ( 21,19)
    108:drive_rightcheek ( 107,19)
    109:bn_rightcheek ( 108,19)
    110:end_rightcheek ( 109,19)
    111:ref_right_mouthcorner ( 21,19)
    112:drive_right_mouthcorner ( 111,19)
    113:bn_right_mouthcorner_1 ( 112,19)
    114:bn_right_mouthcorner_2 ( 113,19)
    115:end_rightmouthcorner ( 114,19)
    116:ref_lowlip_mid ( 21,19)
    117:drive_lowlip_mid ( 116,19)
    118:bn_lowlip_mid_1 ( 117,19)
    119:bn_lowlip_mid_2 ( 118,19)
    120:end_lowlip_mid ( 119,19)
    121:ref_lowlip_left ( 21,19)
    122:drive_lowlip_left ( 121,19)
    123:bn_lowlip_left_1 ( 122,19)
    124:bn_lowlip_left_2 ( 123,19)
    125:end_lowlip_left ( 124,19)
    126:ref_lowlip_right ( 21,19)
    127:drive_lowlip_right ( 126,19)
    128:bn_lowlip_right_1 ( 127,19)
    129:bn_lowlip_right_2 ( 128,19)
    130:end_lowlip_right ( 129,19)
    131:ref_tongue ( 21,19)
    132:bn_tongueroot ( 131,19)
    133:bn_tonguetip ( 132,19)
    134:end_tongue ( 133,19)
    135:ref_lefteye ( 21,19)
    136:bn_lefteye ( 135,19)
    137:end_lefteye ( 136,136)
    138:ref_left_up_eyelid ( 21,19)
    139:bn_left_up_eyelid ( 138,19)
    140:end_left_up_eyelid ( 139,139)
    141:ref_left_low_eyelid ( 21,19)
    142:bn_left_low_eyelid ( 141,19)
    143:end_left_low_eyelid ( 142,19)
    144:ref_righteye ( 21,19)
    145:bn_righteye ( 144,19)
    146:end_righteye ( 145,145)
    147:ref_right_up_eyelid ( 21,19)
    148:bn_right_up_eyelid ( 147,19)
    149:end_right_up_eyelid ( 148,148)
    150:ref_right_low_eyelid ( 21,19)
    151:bn_right_low_eyelid ( 150,19)
    152:end_right_low_eyelid ( 151,19)
    153:ref_leftshoulder ( 16,16)
    154:bn_leftshoulder ( 153,16)
    155:bn_leftarm ( 154,154)
    156:bn_leftarmroll ( 155,155)
    157:bn_leftforearm ( 156,156)
    158:bn_leftforearmroll ( 157,157)
    159:bn_lefthand ( 158,158)
    160:ref_lefthandmiddle ( 159,159)
    161:bn_lefthandmiddle1 ( 160,159)
    162:bn_lefthandmiddle2 ( 161,159)
    163:bn_lefthandmiddle3 ( 162,159)
    164:end_lefthandmiddle ( 163,159)
    165:ref_lefthandring ( 159,159)
    166:bn_lefthandring1 ( 165,159)
    167:bn_lefthandring2 ( 166,166)
    168:bn_lefthandring3 ( 167,167)
    169:end_lefthandring ( 168,167)
    170:ref_lefthandindex ( 159,159)
    171:bn_lefthandindex1 ( 170,159)
    172:bn_lefthandindex2 ( 171,171)
    173:bn_lefthandindex3 ( 172,172)
    174:end_lefthandindex ( 173,172)
    175:ref_lefthandpinky ( 159,159)
    176:bn_lefthandpinky1 ( 175,159)
    177:bn_lefthandpinky2 ( 176,159)
    178:bn_lefthandpinky3 ( 177,159)
    179:end_lefthandpinky ( 178,159)
    180:ref_lefthandthumb ( 159,159)
    181:bn_lefthandthumb1 ( 180,159)
    182:bn_lefthandthumb2 ( 181,181)
    183:bn_lefthandthumb3 ( 182,182)
    184:end_lefthandthumb ( 183,182)
    185:ref_rightshoulder ( 16,16)
    186:bn_rightshoulder ( 185,16)
    187:bn_rightarm ( 186,186)
    188:bn_rightarmroll ( 187,187)
    189:bn_rightforearm ( 188,188)
    190:bn_rightforearmroll ( 189,189)
    191:bn_righthand ( 190,190)
    192:ref_righthandthumb ( 191,191)
    193:bn_righthandthumb1 ( 192,191)
    194:bn_righthandthumb2 ( 193,193)
    195:bn_righthandthumb3 ( 194,194)
    196:end_righthandthumb ( 195,194)
    197:ref_righthandindex ( 191,191)
    198:bn_righthandindex1 ( 197,191)
    199:bn_righthandindex2 ( 198,198)
    200:bn_righthandindex3 ( 199,199)
    201:end_righthandindex ( 200,199)
    202:ref_righthandmiddle ( 191,191)
    203:bn_righthandmiddle1 ( 202,191)
    204:bn_righthandmiddle2 ( 203,191)
    205:bn_righthandmiddle3 ( 204,191)
    206:end_righthandmiddle ( 205,191)
    207:ref_righthandring ( 191,191)
    208:bn_righthandring1 ( 207,191)
    209:bn_righthandring2 ( 208,208)
    210:bn_righthandring3 ( 209,209)
    211:end_righthandring ( 210,209)
    212:ref_righthandpinky ( 191,191)
    213:bn_righthandpinky1 ( 212,191)
    214:bn_righthandpinky2 ( 213,191)
    215:bn_righthandpinky3 ( 214,191)
    216:end_righthandpinky ( 215,191)
    217:ref_leftleg ( 13,13)
    218:bn_leftupleg ( 217,13)
    219:bn_leftleg ( 218,218)
    220:bn_leftfoot ( 219,219)
    221:bn_lefttoebase ( 220,220)
    222:end_leftfoot ( 221,221)
    223:ref_rightleg ( 13,13)
    224:bn_rightupleg ( 223,13)
    225:bn_rightleg ( 224,224)
    226:bn_rightfoot ( 225,225)
    227:bn_righttoebase ( 226,226)
    228:end_rightfoot ( 227,227)
    229:ref_weapon_04 ( 2,-1)
    230:bn_weapon_04 ( 229,-1)
    231:ref_weapon_05 ( 2,-1)
    232:bn_weapon_05 ( 231,-1)
    233:ref_weapon04_mesh ( 2,-1)
    234:eyebrows_aim_null ( 0,-1)
    235:h_permenion_lod1 ( 0,-1)


    Sorted Node Mapping...
    sorted node 0: (parent -1) "bn_hips"
    sorted node 1: (parent -1) "bn_weapon_01"
    sorted node 2: (parent -1) "bn_weapon_02"
    sorted node 3: (parent -1) "bn_weapon_03"
    sorted node 4: (parent -1) "bn_weapon_04"
    sorted node 5: (parent -1) "bn_weapon_05"
    sorted node 6: (parent 0) "bn_leftupleg"
    sorted node 7: (parent 0) "bn_rightupleg"
    sorted node 8: (parent 0) "bn_spine"
    sorted node 9: (parent 6) "bn_leftleg"
    sorted node 10: (parent 7) "bn_rightleg"
    sorted node 11: (parent 8) "bn_spine1"
    sorted node 12: (parent 9) "bn_leftfoot"
    sorted node 13: (parent 10) "bn_rightfoot"
    sorted node 14: (parent 11) "bn_spine2"
    sorted node 15: (parent 14) "bn_leftshoulder"
    sorted node 16: (parent 12) "bn_lefttoebase"
    sorted node 17: (parent 14) "bn_neck"
    sorted node 18: (parent 14) "bn_rightshoulder"
    sorted node 19: (parent 13) "bn_righttoebase"
    sorted node 20: (parent 15) "bn_leftarm"
    sorted node 21: (parent 17) "bn_neck1"
    sorted node 22: (parent 18) "bn_rightarm"
    sorted node 23: (parent 21) "bn_head"
    sorted node 24: (parent 20) "bn_leftarmroll"
    sorted node 25: (parent 22) "bn_rightarmroll"
    sorted node 26: (parent 23) "bn_eyebrows"
    sorted node 27: (parent 23) "bn_jaw"
    sorted node 28: (parent 23) "bn_left_up_eyelid"
    sorted node 29: (parent 23) "bn_lefteye"
    sorted node 30: (parent 24) "bn_leftforearm"
    sorted node 31: (parent 23) "bn_right_up_eyelid"
    sorted node 32: (parent 23) "bn_righteye"
    sorted node 33: (parent 25) "bn_rightforearm"
    sorted node 34: (parent 30) "bn_leftforearmroll"
    sorted node 35: (parent 33) "bn_rightforearmroll"
    sorted node 36: (parent 34) "bn_lefthand"
    sorted node 37: (parent 35) "bn_righthand"
    sorted node 38: (parent 36) "bn_lefthandindex1"
    sorted node 39: (parent 36) "bn_lefthandring1"
    sorted node 40: (parent 36) "bn_lefthandthumb1"
    sorted node 41: (parent 37) "bn_righthandindex1"
    sorted node 42: (parent 37) "bn_righthandring1"
    sorted node 43: (parent 37) "bn_righthandthumb1"
    sorted node 44: (parent 38) "bn_lefthandindex2"
    sorted node 45: (parent 39) "bn_lefthandring2"
    sorted node 46: (parent 40) "bn_lefthandthumb2"
    sorted node 47: (parent 41) "bn_righthandindex2"
    sorted node 48: (parent 42) "bn_righthandring2"
    sorted node 49: (parent 43) "bn_righthandthumb2"
    sub object = 0
    num faces = 757


    Info: using h_permenion_lod1


    ERROR!! h_permenion_lod1 Subobject 1 does not have all the required textures : diffuse_colour, gloss, normal!


    Writing file: d:/juegos/steam/steamapps/common/total war rome ii/assembly_kit/working_data/VariantMeshes/_VariantModels/man/armour/h_permenion.rigid_model_v2
    Mesh 0 Lod 0 shader weighted2271 indices 518 vertices
    Attempting to write XML file...
    Failed.


    =====================================
    Duration: 88 msec(s)


    I can't understand why am I getting this error since the model has well assigned the texture files and these exist in the due locations, so, any help will be welcomed guys




    Edit : SOLVED!....for some reason it is working despite the errors in BoB...behold!

    Spoiler Alert, click show to read: 
    Last edited by Bucle_CT; July 07, 2014 at 07:04 PM.

  12. #52
    Biggus Splenus's Avatar Primicerius
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    Default Re: How to bring an external model into Rome 2 Part 1: Set Up and Helmet.

    WOOOOOOOOOW! Looks good man, though maybe a little big?
    | R5 3600, RTX 2060, MSI B450I, 32GB 3200MHz CL16 DDR4, AX760i, NH-U12S |

  13. #53
    Bucle_CT's Avatar Semisalis
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    Default Re: How to bring an external model into Rome 2 Part 1: Set Up and Helmet.

    Yep! Gonna play with scale a little bit. Having understood the process, now I'm going to try it out with combined models, e.g., helmets with plumes.

    BTW, does anyone know how to put attach points for vanilla crests in an imported model??

  14. #54
    GreenyRepublic's Avatar Libertus
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    Default Re: How to bring an external model into Rome 2 Part 1: Set Up and Helmet.

    Great tutorial Warman!

    Having a bit of an issue with my material management in 3ds Max, in particular when I reload the ca_shader.fx file. In the tutorial you get a list of map slots like so:





    However, when I hit the reset material (red X) button, I get this instead:



    Any idea what's going on? I tried carrying on as normal, but when it came to running the mesh through BOB I got the following error on the .cs2 file:

    Code:
    Info: using kammhelm_1_lod1ERROR: Rigid mesh 'kammhelm_1_lod1 Subobject 1' is missing texture 't_albedo'.
    Error: invalid texture list
    Error: Failed to process weighted mesh 'kammhelm_1'
    Failed.
    Any help would be hugely appreciated.

  15. #55

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

    @ Greeny Well, trying reselecting the shader again, click on the button next to "reload" and select it again. See if that fixes it.

    @Bucle, that is the Achilles heel with this process, me and Grudge looked into this issue for hours and we have no idea how to get the game\TWeak to recognize attach points on new models. So if you want new plumes you'll need to place and rig it manually.
    Last edited by warman222; July 08, 2014 at 04:55 AM.

  16. #56
    GreenyRepublic's Avatar Libertus
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    Default Re: How to bring an external model into Rome 2 Part 1: Set Up and Helmet.

    No dice on that I'm afraid. If I create a new DirectX Shader material the Parameters dropdown is populated, but it then goes back to 'no parameters' as soon as the CA shader is selected. I'm using 3ds Max 2014, is this a problem?

  17. #57

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

    I'm wondering how do you add a in-game plum to a custom helm. I tried doing that with some in the Variant Editor but the plum appears at their feet instead on the helm. Is there something I'm missing when doing this?
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  18. #58
    Rewinged's Avatar Civis
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    Default Re: How to bring an external model into Rome 2 Part 1: Set Up and Helmet.

    Really appreciate the tutorial Warman, it has helped me a lot! I hope you find the time to upload some more tutorials at some point too, that would be greatly appreciated, though I understand it's time consuming to write these guides up. Thanks again



  19. #59
    Rewinged's Avatar Civis
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    Default Re: How to bring an external model into Rome 2 Part 1: Set Up and Helmet.

    Sorry for the double post, got a couple questions though. After using god old BOB to compile my helmet and tunic models/textures I can assign them just fine in the variant editor, but the body armour doesn't appear to be rigged at all. Its basically a tunic with chain sleeves and I rigged the sleeves up with all the arm bones but in the variant editor the model still appears to be in the T shaped position while the hands are disconnected and lowered as they usually appear. Is that normal or should the rigging be morphing the model's arms to line up with the hands?

    Also, the helmet is sitting perfectly in the variant editor but when I tried throwing together a .pack file that changes the triarii to be wearing the helmet they instead just have no helmet at all. All the textures and the rigid model are in the right folder structure in the path, I've checked that over and over, so I'm not sure what's going on. I figured if it was visible in TWeak it would be visible in the game.

    I hope someone can lend me a hand. If they do I'll give them a cake or something haha



  20. #60

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

    I'm not sure about your second question but you're right about the first one, you have to morph the model so it connects like that.

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