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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
    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.

    Yes, you need max exporters from the Assembly Kit.


    « 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

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    Cesco's Avatar Decanus
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    Default Re: How to bring an external model into Rome 2 Part 1: Set Up and Helmet.

    Excuse my ignorance, in wich folder should i past the plugin?
    Huic ab adulescentia bella intestina, caedes, rapinae, discordia civilis grata fuerunt ibique iuventutem suam exercuit

  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.

    The path is: "your drive":\Program Files\Autodesk\3ds Max Design 201x\stdplugs

  4. #4
    Cesco's Avatar Decanus
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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 Ltd. View Post
    The path is: "your drive":\Program Files\Autodesk\3ds Max Design 201x\stdplugs


    Thank you
    Huic ab adulescentia bella intestina, caedes, rapinae, discordia civilis grata fuerunt ibique iuventutem suam exercuit

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

    Or you can simple use your text editor to edit the rulesets to remove the BOB rule requiring other textures. I made my own folder in Raw Data Variantmeshes for my Weapons and made my own rule set derived from the Shields rule set and set it so I only needed diffuse and normal. Later as I got better I added level gloss and specular as well to my models but its easy to edit out those requirements. The ruleset text file is in the folder of each name of model type eg shields, armor, and so on.

  6. #6

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

    how can i convert .rigidmodel format to cs2 or 3dmax format or other formats?

  7. #7
    Dontfearme22's Avatar Campidoctor
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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 LORD010 View Post
    how can i convert .rigidmodel format to cs2 or 3dmax format or other formats?
    You will need Ultimate Unwrap 3d, which is about 40-60$. I can export the model for you if you need that. PM me.

  8. #8

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

    does this carry over to attila?

  9. #9
    Willhelm123's Avatar Decanus
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    Default Re: How to bring an external model into Rome 2 Part 1: Set Up and Helmet.

    Can anyone point me in the direction of 3ds max 2013. I have the 2015 and there is no cas2 plug in for it, which is pretty lame.

  10. #10
    Dontfearme22's Avatar Campidoctor
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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 Willhelm123 View Post
    Can anyone point me in the direction of 3ds max 2013. I have the 2015 and there is no cas2 plug in for it, which is pretty lame.
    http://www.autodesk.com/education/free-software/3ds-max

  11. #11
    Willhelm123's Avatar Decanus
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    Default Re: How to bring an external model into Rome 2 Part 1: Set Up and Helmet.

    It always gives the latest, the 2016 version now actually.

  12. #12
    Dontfearme22's Avatar Campidoctor
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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 Willhelm123 View Post
    It always gives the latest, the 2016 version now actually.
    i believe you can select your edition though

  13. #13
    Willhelm123's Avatar Decanus
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    Default Re: How to bring an external model into Rome 2 Part 1: Set Up and Helmet.

    Managed to get the 2014 version. This is my problem now, there are no editable paramaters for the CA shader.
    Spoiler Alert, click show to read: 


  14. #14
    Dontfearme22's Avatar Campidoctor
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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 Willhelm123 View Post
    Managed to get the 2014 version. This is my problem now, there are no editable paramaters for the CA shader.
    Spoiler Alert, click show to read: 

    you need the 2013 version unfortunately. As far as i can tell anyways.

  15. #15
    Stealth4Health's Avatar Civis
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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 Dontfearme22 View Post
    you need the 2013 version unfortunately. As far as i can tell anyways.
    It does also work with 3ds Max 2014. I think Willhelm123 needs to choose the Direct3D driver among Preference Settings.

  16. #16
    Willhelm123's Avatar Decanus
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    Default Re: How to bring an external model into Rome 2 Part 1: Set Up and Helmet.

    I've managed to figure it out with some help from nice people. I am struggling with dirtmaps however, as soon as i apply the option for it to shields it turns the entire texture into a gray mess.

  17. #17

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

    I answered a lot of questions and clarified a bunch of more things here:

    http://www.twcenter.net/forums/showt...3#post14677223

  18. #18
    Willhelm123's Avatar Decanus
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    Default Re: How to bring an external model into Rome 2 Part 1: Set Up and Helmet.

    I solved my issues and have become pretty good at this now. But i am wondering if anyone has managed to successfully import a new bow model and have it animated, as in bend, in game?
    AE Dev, mainly units

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

    I dont know if it is TWC or my computer, but I can not see most of the images in the tutorial. They all are in a very small resolution (this happens in a few threads for me now-a-days, but only on this site - either super small resolution or the images dont show up at all, especially when hidden in spoiler boxes). But I dont see anyone else talking about this issue, so it might just be me.

    For much of this tutorial, it isn't too much of a problem, but sometimes it is (such as when fixing the textures to show up or when painting the weight for attaching the helmet to the bones). Could you please re-upload the pictures for this tutorial if you still have them (or if you can get the full sized versions) to some place like imgur, for example? Or in a .rar file that I could download?
    (Or, alternatively, could anyone who can see the full size images on the front page do something like the aforementioned?)
    Last edited by Xorte-Renshe; September 14, 2015 at 07:26 PM.

  20. #20

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

    This is hard as hell....... Also you kinda skipped one of the most important things. Creating the seperated maps. Aren't they important to create the mod? If not I do not get why my helmet won't work at all.

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