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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
    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.

    Andromachos, you need to set in max the level.tga as well. It´s a must. So gloss.tga and level.tga will result, when converted, in gloss_map.dds.

  2. #2

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

    Hello warman。
    I created a new skin, but there's a BUG, could you help me have a look?
    http://www.twcenter.net/forums/showthread.php?677166-I-creates-a-general-model-but-the-Campaign-of-no-Animation-How-do-I-fix-it

  3. #3

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

    Ltd... thanks. I will try this. I had taken a break from the modeling as I wasnt getting anywhere with it. I will try this. For the level file... what tga would I use? The hellenistic thracian I was using has only gloss diffuse normal and spec. Again thank you!!!

  4. #4

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

    The vanilla helm is referring to what happens when you combine gloss and level files through BOB: gloss_MAP. Gloss is different from gloss map.

  5. #5

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

    So, if I understand correctly. Is the level file still required within the 3dsmax materials? If so, in the case of the hellenic thracian, where is this file? I have not been able to locate it in the packs. But I will look again. Or is this a file I need to create? Thanks

  6. #6

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

    Hi again, Andromachos!

    This is a short to answer question. You will never find a vanilla "level.tga / .dds" texture because when converting textures into the useable format (.dds), gloss and level are be merged to ...gloss_map.

    So you can attach any texture for the level-slot with "level" at the ending. In the working data folder you can use the vanilla gloss_map then as long as you use the same name like defined in 3ds Max.
    ------------- under the patronage of wangrin --------------

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

  7. #7

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

    Thank you Vikus for explaining that. I think and hope that is what I have been missing. I will try this again tonight after work!!! I had not been entering any kind of file in the level slot and I think thats why the converter kept bombing out.

  8. #8
    Mr.Jox's Avatar WHY SO SERIOUS?!
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    Default Re: How to bring an external model into Rome 2 Part 1: Set Up and Helmet.

    Open gloss_map.dds, go to channels, red channel is gloss.tga, green channel is level.tga
    Copy channel you need and create new file and save as level/gloss.tga then you can use it in 3d max.
    I wrote this: http://www.twcenter.net/forums/showt...me2&highlight=
    So if you read it you may understand how textures work and you can convert textures from raw to working data and back again without using BOB.

  9. #9

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

    All, I just wanted to say I was able to get it converted finally!!! Thanks for your help!!

    Spoiler Alert, click show to read: 

    http://s9.postimg.org/dxzvpk8ov/First_Model_Mod.jpg

    The Hellenic Thracian 1 with the pointy crest is my test model...


    So now I can make changes to vanilla models and start bringing in some of my own models.

    Thanks again for the help!!
    Last edited by Andromachos; January 25, 2015 at 07:17 PM.

  10. #10
    Mr.Jox's Avatar WHY SO SERIOUS?!
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    Default Re: How to bring an external model into Rome 2 Part 1: Set Up and Helmet.

    check also this tutorial: http://www.twcenter.net/forums/showt...ches-and-dents
    it will help to understand how to add damage, dirt and dynamic effect to your helmet

  11. #11

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

    Hi, i have a problem, in the final step, i can continue from here, there you have two screenshot

    My model (following your tutorial)
    http://i.imgur.com/g5RijJM.png

    And here, i think, is where i stopped
    http://i.imgur.com/rRdqZnt.png

    I dont know how continue, i try to follow the tutorial but, doesnt work, the BOB cant covnert the CS2 model (diffuse, gloss... all rights)

    Im using the same tools, 3ds max 2013 64 bits. Thanks for any help, and of course for the awesome tutorial!

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

    Check if inside your folder you have a file rules.bob (copied for man/helmet/ folder with no changes). Also check if your model in skin modifier assigned to bn_head. Check your rigid material. afaik if you use weighted rigid material you need only 5 basic textures, if you use smth else then you'll need more textures. In any case tell us what error you have in bob.

  13. #13

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

    The error tell:

    Cs2 / Convert cas2 (variantmeshes/variantmodels/man/helmets/gondor_helmet.cs2) ===
    Texture folder: variantmeshes/_variantmodels/man/helmets/tex
    ERROR: Mesh 'object008' doesn't contain a correct '_lod' post-fix.
    Failed.


    Its the only that say. I check and yes, i assigned to bn_head, and i have the rules.bob file. Thanks for your time and answer
    Last edited by Cpt. Cortes; January 26, 2015 at 09:48 AM.

  14. #14

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

    You have to add "_lod1" to the end of the model's name. I hope that helps.

  15. #15

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

    I try add ''_lod1'' to the model, changing the number, even add to the meshes (diffuse, normal..) but the problem its the same.

  16. #16

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

    Do you think it's really the same error?

    If you name your model something like model_example_lod1 (try also to copy the model three times and add ...lod2, ...lod3 and ...lod4 to it) there really shouldn't be this error. The only possible reason could be that your file contains another object without this suffix then.
    ------------- under the patronage of wangrin --------------

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

  17. #17

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

    To clarify, I'm not saying to name the cs2 file with that "_lod1" thing but the models inside Max with that.

  18. #18

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

    I tried both ideas, but nothing, still the same error.

    In 3D max there is only one objet, the helmet, nothing more.
    Last edited by Cpt. Cortes; January 26, 2015 at 11:16 AM.

  19. #19
    Mr.Jox's Avatar WHY SO SERIOUS?!
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    Default Re: How to bring an external model into Rome 2 Part 1: Set Up and Helmet.

    As people say in 3d max in your .max file do these:
    - Press unhide all;
    - Delete useless models if there are;
    - Check if you max file has only model and nothing else;
    - Check if your object is assigned to bn_head;
    - Check if your model has "_lod1" postfix;
    - Check if material assigned to the model has ca_shader.fx and all settings made correct;
    - Textures must be in the same folder as your .CS2 file within /tex/ folder;
    - Be sure your rigid_material is correct (weighted/dirtmap/anything else). Just copy rigid_material from /man/helmet/roman_cav_helmet.max;
    - Export as .CS2;
    - Check if you have rules.bob file in same fodler where your .CS2 is;
    - Convert .CS2 with BOB (be sure you are converting the right file).
    Last edited by Mr.Jox; January 26, 2015 at 11:53 AM.

  20. #20

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

    Okay, was the material, for some reason, the material from roman_cav_helmet was corrupted, i reinstall Assembly Kit, used the new one and works fine, here is the result

    http://i.imgur.com/FBgYwqu.png

    So much thanks!!! Im going to try the rest of the armour, weapons... Thanks again!!
    Last edited by Cpt. Cortes; January 27, 2015 at 04:10 AM.

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