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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 Avetis View Post
    At the bottom of your material at material editor you can find the custom attribute field. The reason of your problem can be decals, so try to input "default" into those custom attribute field and re-export the model.
    Thanks again for the reply but unfortunately that doesn't work, BoB converts the cs2 ok but doesn't include the Default_decaldirtmask in the rigid_model_v2. the only way that works is to leave the custom attribute field as decal_dirtmap.

    i really don't get where the pattern or decal comes from! theres no instance at all that even comes close to looking the way it does in game in any of the texture files. i have used the vanilla textures ect and just adapted them to what i needed which were all hoplon based, the pattern or decal thats showing looks more gaulish im just at a loss as to what to try next

  2. #2

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

    Did you try applying a blank shield pattern on the shield?

  3. #3

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

    Quote Originally Posted by GuyD View Post
    Did you try applying a blank shield pattern on the shield?
    hey GuyD no i don't think i have, this may sound really stupid an my behalf but what do you mean "blank shield pattern" where would i find one or do i need to create my own? also where would it go in the material editor prior to converting to cs2? thank you

  4. #4
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    Default Re: How to bring an external model into Rome 2 Part 1: Set Up and Helmet.

    Hey everyone! I'm trying to add my own shield to the TWeak.
    Unfortunely nothing works: I opened raw_data/.../man/shield/roman_aux_shield.max and merged my shield to it and then deleted the original shield. Exported it as .CS2 and BOB doesn't convert it and gives the next erro message:
    Code:
    Texture folder: variantmeshes/_variantmodels/arnor/shield/tex
    
    CAS Node Mapping...
    <index>:<name> ( <cas parent>, <remapped parent> )
    0:Scene Root ( -1,-1)
    1:numenorean_shield_lod1 ( 0,-1)
    2:numenorean_shield_lod4 ( 0,-1)
    3:numenorean_shield_lod2 ( 0,-1)
    4:numenorean_shield_lod3 ( 0,-1)
    
    
    Sorted Node Mapping...
    
    
     Wrong skeleton type, bone name mismatch or missing bones in CS2 file!
    Missing/misnamed bone: bn_jaw
    Missing/misnamed bone: bn_left_up_eyelid
    Missing/misnamed bone: bn_lefteye
    Missing/misnamed bone: bn_right_up_eyelid
    Missing/misnamed bone: bn_righteye
    Missing/misnamed bone: bn_weapon_01
    Missing/misnamed bone: bn_weapon_02
    Missing/misnamed bone: bn_weapon_03
    Missing/misnamed bone: bn_weapon_04
    Missing/misnamed bone: bn_weapon_05
    Missing/misnamed bone: bn_eyebrows
    Missing/misnamed bone: bn_head
    Missing/misnamed bone: bn_hips
    Missing/misnamed bone: bn_leftarm
    Missing/misnamed bone: bn_leftarmroll
    Missing/misnamed bone: bn_leftfoot
    Missing/misnamed bone: bn_leftforearm
    Missing/misnamed bone: bn_leftforearmroll
    Missing/misnamed bone: bn_lefthand
    Missing/misnamed bone: bn_lefthandindex1
    Missing/misnamed bone: bn_lefthandindex2
    Missing/misnamed bone: bn_lefthandring1
    Missing/misnamed bone: bn_lefthandring2
    Missing/misnamed bone: bn_lefthandthumb1
    Missing/misnamed bone: bn_lefthandthumb2
    Missing/misnamed bone: bn_leftleg
    Missing/misnamed bone: bn_leftshoulder
    Missing/misnamed bone: bn_lefttoebase
    Missing/misnamed bone: bn_leftupleg
    Missing/misnamed bone: bn_neck
    Missing/misnamed bone: bn_neck1
    Missing/misnamed bone: bn_rightarm
    Missing/misnamed bone: bn_rightarmroll
    Missing/misnamed bone: bn_rightfoot
    Missing/misnamed bone: bn_rightforearm
    Missing/misnamed bone: bn_rightforearmroll
    Missing/misnamed bone: bn_righthand
    Missing/misnamed bone: bn_righthandindex1
    Missing/misnamed bone: bn_righthandindex2
    Missing/misnamed bone: bn_righthandring1
    Missing/misnamed bone: bn_righthandring2
    Missing/misnamed bone: bn_righthandthumb1
    Missing/misnamed bone: bn_righthandthumb2
    Missing/misnamed bone: bn_rightleg
    Missing/misnamed bone: bn_rightshoulder
    Missing/misnamed bone: bn_righttoebase
    Missing/misnamed bone: bn_rightupleg
    Missing/misnamed bone: bn_spine
    Missing/misnamed bone: bn_spine1
    Missing/misnamed bone: bn_spine2
    Unable to locate bone in bone table
    Failed.
    
    
    =====================================
    Duration: 101 msec(s)
    I didn't add any bones or skin modifiers like I did with the helmet. HELP.
    EDIT: Even if I add the bones from raw helmet or raw skin max files it doesn't help. Still strange errors.

  5. #5
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    Default Re: How to bring an external model into Rome 2 Part 1: Set Up and Helmet.

    So fixed my problem.
    Solution:
    1. In your shield folder there are must be rules.bob file copied from raw_data/VariantMeshes/VariantModels/man/shield. Nothing needs to be changed;
    2. If rigid_material is set to 'decal_dirtmask'(or dirtmap) then in any case you have to add decal_dirtmask and decal_dirtmap textures to your DirectX material otherwise BOB won't convert your .CS2 model. If you don't want to have decal_dirtmask then change rigid_material to 'default';
    3. Shield needs no any skin modifiers, bones merged from another parts or any bones at all. If BOB gives you an error tied with bones then look for another bugs not regarding bones.

  6. #6

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

    I have some questions... I have looked through most of the posts on modeling... so I figured i would ask in this one, as opposed to starting an entirely new thread...

    I have worked a lot with Maya, and only some with 3dsMax (primarily just simple mesh mods for game modding...)

    I am at the point of using BOB to convert my CS2 lods into the rigid_model_v2 format... I get an immediate error in the conversion:
    Texture folder: variantmeshes/_variantmodels/man/helmets/tex
    ERROR: Mesh 'u3dmesh' doesn't contain a correct '_lod' post-fix.
    Failed.
    =====================================
    Duration: 33 msec(s)

    So, All I am doing at this point is modifying vanilla mesh, primarily helmets... starting small, until I can familiarize myself with the work flow. The two helmets I am working on are hellenic_boeotian_01 and the carthaginian_pylos_01. From what I have gathered through the tutorials and posts... this is the workflow I am using at this point... please let me know if I am missing anything or doing something wrong...


    1. Rome II rigid_model_v2 to Autodesk FBX 2012 (Using UU3D Pro)
    2. Import FBX into 3dsMax 2012... make simple changes to vertices... (this is all I am doing at this point... keeping it simple...)
    3. Export using CS2 Max Exporter... ( I am doing all four lods at same poly count... lod not an issue with my cpu... so I assume I don't need to decimate??)
    4. Select CS2 lods in BOB under raw data... then click start... then I get the error...

    So I am wondering...
    1. The error I am receiving appears to be an issue with UU3D changing the name of the mesh or something initially when I convert the vanilla mesh to fbx in the beginning of the process...
    2. Also, the error refers to the texture folder... do I need to go back through as in warman's tutorial and reassign the textures/materials? I assumed that I was only modifying an existing mesh, so it would not have been necessary to reassign the materials... could be wrong...)
    3. OR.. do I need to add the textures as well (in BOB) when I convert CS2 to rigid_model_v2 format?

    If anyone has any guidance on this I would greatly appreciate it.

  7. #7

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

    For starters I would make sure that you have assigned the textures to the model. As for your problem, all you have to do is add "_lod1" at the end of the model name. Yes, it's that simple.

  8. #8

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

    Quote Originally Posted by warman222 View Post
    For starters I would make sure that you have assigned the textures to the model. As for your problem, all you have to do is add "_lod1" at the end of the model name. Yes, it's that simple.
    OK, so you mean add the textures within 3dsMax? or within BOB...

    Also, by adding lod1, is that in the name of the mesh within 3dsMax in the command panel, it currently says U3dMesh...

  9. #9

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

    Within 3dsMax. And by "_lod1" I mean add it to the end of the model name in the command panel. So in this case you would have to change it from "U3dMesh" to "U3dMesh_lod1" And if you want to change the model name, just make sure you keep that ending.

  10. #10

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

    OK, thanks for helping me with the lod issue that seems to be taken care of.

    Still getting the error with the tex folder. I am sorry to ask again, but I want to make sure i understand. The textures need to be selected as well in BOB?... and they need to be tga's? (Or is this something I need to reassign in 3dsMax?) I tried using the dds from the working data, but BOB didn't like that... so I am assuming I need to convert the textures to tga's...

    Also, there is an error popping up with Rigid Mesh shaders... I read where you guys were having issues with that early on... how did you address that problem? Below is my error message from BOB:

    Texture folder: variantmeshes/_variantmodels/man/helmets/tex
    ERROR: Weighted mesh 'carthaginian_pylos_lod1 subobject 0' is trying to use a Rigid Mesh shader 'standard'.
    Failed.
    =====================================
    Duration: 219 msec(s)

    I think, hopefully if I can understand those issues, i will be on my way to modeling heaven... LOL

  11. #11

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

    I don't think you're having any problems with the texture folder. I think it's just pointing out that it exists or something. Regarding the actual error of yours, I know what's wrong. In the material editor at the bottom there is a slot called rigid_material. What you need to do is change it from standard or whatever it was before to weighted. That should fix it. If it doesn't you might have to make sure your materials are assigned properly.

  12. #12

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

    Warman222,

    Thanks for helping me out. I am looking at the Material Editor... Not sure where the standard slot is... I see the button at the bottom of the material array in this image... but i click on it and there seems to be no weighted option. If I am looking in the right place... Let me know if I ma looking in the right place... or do I need some sort of plug-in... THANKS!!

    Last edited by Andromachos; December 29, 2014 at 09:17 PM.

  13. #13

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

    Hi Andromachos,

    just read your issue and I know that this texture problem is a common reason for several issues. In the screenshot you made, you use only a default texture preset of 3ds Max. What you have to do is to take one of the texture presets which can be found in the raw files of the Assembly Kit.
    I don't know how to load CA's preset into any 3ds Max file, but copying an existing preset and clearing the slots for individal use works fine.
    The best way to use the material preset is to import your models into an empty vanilla raw file (delete all vanilla models, but let the skeleton in it). Then you can simply copy as much materials as you need.

    I hope this helps!
    Last edited by Vikus van de Merwe; December 30, 2014 at 03:23 AM. Reason: grammar correction
    ------------- under the patronage of wangrin --------------

    ~~~~~~~ Total War: Rise of Mordor at ModDB ~~~~~~~

  14. #14

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

    Vikus, thanks for your help.

    I looked last night at "installing" the ca_shader.fx (from the assembly kit files) and copying that into the .../maps/fx folder of my 3dsMax 2012 installation. I thought this would somehow allow me to access the needed information for the shader for the vanilla helmet I am working on.

    Now, all I am doing at this point is modifying an existing Rome II rigid_model_v2, minor changes only and saving this back into a Rome II model file... I am keeping it very simple... so I was under the impression (perhaps incorrectly) I would not need to mess again with materials or re-adding all the textures for the vanilla model. Just pushing and pulling some vertices in the vanilla models, as opposed to generating a new model at this point. My goal is to eventually bring my own models into game.

    So perhaps, during the rigid_model_v2 >>>.fbx conversion in UU3D Pro I lose those links to the materials??? So what results is that i would have to set the material (#0) up again in my modified vanilla files?

    Also, i opened the roman_cavalry_helmet_2 that came with the assembly kit, here it seems that a lot of the material information that is required, is present in the Material Editor. I have three issues with this so far...

    1. the standard_lighting_R2_3.fx appears to be missing. is this an issue I need to worry about?
    2. When attempting to locate the DirectX shader, this leads me to a path that appears to be from another system: T:\common\artist_resources\max_shaders\R2_2 (I read warman222 having this issue in another thread early on.)
    Is it possible to export this setup out of the Material Editor or max file for use to be imported into other models??? (Thats more of a Max question I think and I may have to dig that answer up.)
    3. I import my .fbx into the roman_cavalry_helmet_2 file and the scale is all off and the orientation of the model is off as well??? So as far as I can tell at this moment, I am doing something terribly wrong... Also, i have the skeleton visible (uncheck Helpers under the "Hide by Category" in the Display tab of the Command Panel to show the skeleton...) and when I import my modified vanilla helmet that also has a skeleton the whole bone system is buggered... (two different scales and orientations)

    So... my windy, lengthy explanation here of my issues, I appreciate you all reading and continued guidance is appreciated.

    Like i have said before I have used Maya quite a bit, but Max I am still a newbie with...

    Below i have attached a screenshot of the roman_cavalry_helmet2 Material Editor info for reference:

  15. #15

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

    Check the tutorial on the first page of this thread. I explain what to do,

  16. #16

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

    Warman222,

    Yes, now I am rereading your tutorial more THOROUGHLY this time ( ) ... everything seems to be working fine so far... but have you had any issues with model scale... I am currently working with the italian_thraco_attic... its coming in about a third of the scale it should be... is there a certain factor I should scale up to? and will this come into game OK?

    EDIT:
    Looks like i either did something wrong with the obj export on the italian_thraco_attic, or there is something wrong with that particular model... I brought in the hellenic_thracian_1, and it comes in at the right scale.

    EDIT 2:
    So looks like I have done just about everything. The only issue was painting vertex weights on the model. I believe this is a 3dsMax USER error (LOL)... I have read up in the help sections, and looked at some videos on youtube for clues... but I am having issues with the process showing up like warman's tut. Primarily the shading to show weight strength. I have the bn_neck and bn_head brought into the parameters section... the weight tool shows up, bn_head selected... but when I attempt to paint the weights, I am not getting the shading... I have only painted weights a few times on rigs in Maya.. so the entire process I am a little new at.

    I have added some images for reference:
    Spoiler Alert, click show to read: 



    Detail of Command Panel: Let me know if I have anything set wrong...


    Again, I appreciate continued support, guidance and patience. Thanks!!!
    Last edited by Andromachos; January 03, 2015 at 10:07 AM. Reason: I don't know what I am doing in 3dsMax

  17. #17

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

    With regard to this helmet I suppose that you don't have to paint weights. Just attach the helmet only to the "bn_head" bone and it will fit.
    When parts of the helmet have to be affected of other bones, too, because of the models's position it's also possible to weight the vertices manually (sometimes you need this for more accuracy).

    For this you have to have the skin modifier selected, make a right click into the scene and select "Envelope" and "Select verices". Then you are able to select vertices of the model in the "Envelope" mode. If you select one you can give it a weight in the "Weight Properties" (play around with "Abs. Effect" there). The selected vertex will be weighted to the bone which is selected in the bone list.

    Hope this helps again!
    ------------- under the patronage of wangrin --------------

    ~~~~~~~ Total War: Rise of Mordor at ModDB ~~~~~~~

  18. #18

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

    Vikus, Thank you for your helpful hints there, I dont think I would have gotten through the last part without it!!

    I had just about given up... thinking I couldn't get this right... I have followed warmans's steps very close... and I started over two times, to make sure nothing was buggered...

    I have gotten farther than i have before. I think my main issues are with BOB... Below is the resulting errors I received from BOB:

    Let me know if anything gives a hint as to what is wrong...
    Spoiler Alert, click show to read: 
    Texture folder: variantmeshes/_variantmodels/man/helmets/tex


    ** Processing WARSCAPE::RS_WEIGHTED_V5 **


    CAS Node Mapping...
    <index>:<name> ( <cas parent>, <remapped parent> )
    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:Hellenic_Thracian_1_lod1 ( 0,-1)
    236:Hellenic_Thracian_1_lod2 ( 0,-1)
    237:Hellenic_Thracian_1_lod3 ( 0,-1)
    238:Hellenic_Thracian_1_lod4 ( 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 = 820


    Info: using Hellenic_Thracian_1_lod1


    ERROR!! Hellenic_Thracian_1_lod1 Subobject 1 does not have all the required textures : diffuse_colour, gloss, normal!


    Writing file: c:/program files (x86)/steam/steamapps/common/total war rome ii/assembly_kit/working_data/VariantMeshes/_VariantModels/man/helmets/hellenic_thracian_1.rigid_model_v2
    Mesh 0 Lod 0 shader weighted 2460 indices 557 vertices
    Attempting to write XML file...
    Failed.


    =====================================
    Duration: 116 msec(s)



    Also, I had added all the correct textures in the Materiel Editor. There were only Four that I know of, Diffuse, Specular, Normal and Gloss_Map... Below is an image of where i placed these in the ca_shader.fx Material:
    Spoiler Alert, click show to read: 


    Also, I tried running BOB with the tga's selected... just in case that was the issue... didnt work...
    Last edited by Andromachos; January 02, 2015 at 11:20 PM.

  19. #19

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

    Thank you Andromachos, since me and my team are developing "TW:RoM" it's neccessary to know the steps which have to be done in modding. So why not share the knowledge.

    First of all, maybe a stupid question, but did you attached the material to all four model LODs? If yes, it seems that you use a wrong rigid_material (can be found at the bottom in the material window). I had a look into the vanilla helmet materials, try to use "weighted" as "rigid_material". If this also doesn't solve the problem we should have a look into the "rules.bob". It could be also possible that you don't placed this file next to the .CS2 model file:

    Code:
    [+Texture]
        MaxSize = 256
    
    [+Texture]
        <Files> = ...*specular*...,...*level*...,...*gloss*...
        MaxSize = 128
    This should be included in the "rules.bob" for helmets. Copy another "rules.BOB" file, clear it and place the code in it if you don't have this file for your helmet.
    ------------- under the patronage of wangrin --------------

    ~~~~~~~ Total War: Rise of Mordor at ModDB ~~~~~~~

  20. #20

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

    Vikus,

    I have loaded an image of the Material Editor for the helmet. This one is on lod4... I have made 4 lods of the same helmet... After I had setup all the materials with textures for the ca_shader.fx and the helmet was added to bn_head... I "cloned" the helmet three more times, naming each a subsequent lod (lod2, lod3 and lod4). So I think i am good there with all lods having the right information.

    Here is the Material Editor image:
    Spoiler Alert, click show to read: 




    I will look at the CS2 and the rules for anymore clues there. Thanks again for the help!!!

    EDIT 1:
    So, OK I looked at the rules, I don't have a "level" tga... I have the standard vanilla tga's for the hellenic_thracian_1, which are diffuse, specular, Gloss_map, and normal. All those are at the vanilla sizes as well no larger than 256...

    I can link or post my max file if anyone has anytime to take a quick look at it.
    Last edited by Andromachos; January 03, 2015 at 10:16 AM.

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